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Aripockily Collection 2022

The document is a 119-page collection of compendium items released in 2022 for the Aripockily Patreon, featuring 280 items organized by monthly themes. It includes magical and nonmagical items, with a focus on those suitable for use in 5th-edition games, and provides detailed descriptions and statistics for each item. The collection also contains appendices to assist Game Masters in finding items by name or rarity.

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Alex Brown
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© © All Rights Reserved
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0% found this document useful (0 votes)
193 views123 pages

Aripockily Collection 2022

The document is a 119-page collection of compendium items released in 2022 for the Aripockily Patreon, featuring 280 items organized by monthly themes. It includes magical and nonmagical items, with a focus on those suitable for use in 5th-edition games, and provides detailed descriptions and statistics for each item. The collection also contains appendices to assist Game Masters in finding items by name or rarity.

Uploaded by

Alex Brown
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 123

Credits Contents

Designer: Aripockily Items by Theme


Art: Aripockily
Across the Furnal Planes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Legendary Patrons: Luke Cook Botanist’s Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Very Rare Patrons: Adendrachi, Aiden Walder, ALEX Divine Favors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Z, Allen Stringfield-Porter, Andrew D, Anthony Torres, Guide to the Cosmos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Brian Folger, Cash Addams, Cory J, D M, Daniel Joseph, Rites of the Infinity Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Doug Anderson, Elizabeth Nondorf, Fiona Campbell,
The Halcyon Coast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
FullMPulse, Ines Lory, Jenna, Jo Ma, Jonathan
The Polymer Lab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Keck, Kevralyn C, KM, Lili Briggs, Logan Olson,
The Ranger’s Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Loqe, Maximilian Bunke, MrMittensSr, Niko Cook,
Tools of the Trade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Ofearthandiron, pendragon919, SkibbityPapp, Slender,
TableSugar, The Monster Directive, thundermoppet, Xan Rockman’s Emporium. . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Tyler Danh, Valene Mitchell, Yuki Miscellaneous Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Rare Patrons: Aaron, Aaron Elliott-Dryden, Alex Ruffer,
Amanda, Andrew Wright, Anna Alfaro, Arch DeLux, Appendices
Ben Ketch, Ben Plaut, Bradley Humphrey-Stark, Appendix A: Magical Items by Rarity. . . . . . . . . . . . . . . . 114
Brian Buffington, Castreek, Christian Lopez, Conor Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Duff, Constant, Corsair, CosmicSnow, Dam bru, Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
David F, DDarksaber, Djaillane, Dominik Etter, Erik Appendix B: Nonmagical Items . . . . . . . . . . . . . . . . . . . . . 118
Bentzen, ettilopb, Frank Tedeschi, Full Mettle, Gavriil, Appendix C: Index of Items. . . . . . . . . . . . . . . . . . . . . . . . . 119
GiantSpidr, Goblin Forge, Heather Chamberlain, Jack
King, jacks, Jair Zeuske, Jerrid Green, John larsen,
Jonathan Wynes, Josh Gorman, Joshua Titsworth, Justin
Scoggins, Kelfecil, Kevin Tkaczibson, Konstantinos
Content Overview

T
Papadimitriou, KriticalKlown, Kurt, Laura Poppe,
layloulayla, Lisa Stewart, Lucas Gebser, Matt Gil, his 119-page collection contains all of the
Matt Hale, Michael Medini, Michael Perry, Jr, Michele compendium items released in the year of
Krause, Nathanail W Schultz, Nevin Ojeda, Nick 2022 for the Aripockily Patreon, with about
Vosberg, Odysseus’ Bow, Ogo Sylla, otopic, Patrick half accompanied by an illustration. All of these items
Ammons, Quentin Bouttier, Sexydoughboy, Simon C, are available to Rare+ Patrons and are compiled here
SirChayton, Skylar Briggs, Spozz02, Sterling Compton, for Game Masters to use as a reference document for
Stronghumankind, The HoodedHero, The Never running a game using the 5th-edition source rules. Their
Ending Collection, TJ Young, Will Howorth, Xevec statistics have been corrected, rebalanced, or otherwise
Uncommon Patrons: Alexandre Lamarche, Alice Sims, updated for convenient use.
Austin Morris, Cathy Trego, Darrell, David McElwee, Readers will find 280 items in this collection, organized
Dm me a river, Dominic James unwin, Dungeon Master by the monthly theme from which they were released.
Rick - Hammer of the Gods, EnterElysium, Gocanaroj A majority of these items are magical, with a small
., Karen Martindale, Leppanen Music Academy, Lui percentage of nonmagical items ranging from marvels of
Amorim, MotherNesu, Natan Pinheiro Ferreira, olivier technology to various specialized adventuring gear. The
raymond, Orphea, PurpleSnorlax, RHbean, Rvlakia, collection also includes a couple artifacts whose statistics
Serkan Ev, Shachaf Landsberg, Stephanie Leslie, are described in this book, but a richer background can
Tobias Junker be found in their respective compendiums.
The appendices at the end of the book can assist a GM
searching for an item by name or searching for a random
item organized by rarity.

1
Across the
Furnal Planes
Original Release: November 2022
This section details items a character may
find during an adventure that involves
fiends or a fiendish plane of existence.
Details about the Furnal Planes or the
agon fiends referenced can be found in the Bleeding Heart
original compendium.

Archfiend’s Armaments
This group of powerful sentient weapons belong to
the archfiends of the Furnal Planes. The archfiends go
to great lengths to find them if they are missing.

Bleeding Heart Joined Body. While you hold the axe, you
Weapon (greataxe), legendary (requires attunement) have the following benefits:
Blood constantly drips from the head of this axe, oozed ●● You can read, speak, and write Abyssal.
from a perpetually living heart encased in red bloodstone. ●● You gain darkvision out to 120 feet if you don’t
The owner of the heart is long since forgotten and the already have it.
trapped demon refuses to reveal whether it belonged to it
●● You are immune to the poisoned condition.
or some unwilling victim.
●● You cannot be disarmed of the axe.
To attune to this magic axe, you must stab the weapon
into your chest and expend half your maximum hit dice. Heart of the Black Rift. The axe stays inside your chest
If you don’t have the hit dice to spend, you gain 3 levels and emerges only in battle. When you roll for initiative,
of exhaustion and cannot attempt to attune again until the axe handle bursts forth from your chest and you can
you finish a long rest. Though this process is normally grab it if you have a free hand. Otherwise, you can grab
deadly, the axe magically prevents you from dying. it later on a subsequent turn. You have a +2 bonus to
Once you attune to the weapon, you absorb the axe attack and damage rolls made with the axe and you deal
and your maximum hit dice is halved until you end your an extra 1d6 poison damage to targets you hit that don’t
attunement to it. have all their hit points. When combat concludes, the axe
Sentience. Bleeding Heart is a sentient chaotic evil automatically returns to your body if you are touching it.
weapon with an Intelligence of 15, a Wisdom of 13, Tainted Blood. The axe has a number of charges equal
and a Charisma of 18. It has hearing and darkvision to half your maximum hit dice and regains expended
out to a range of 120 feet. The greataxe communicates charges when you finish a long rest. When you hit an
telepathically with its wielder and can read, speak, and organic blooded creature with this axe, you can expend
understand Abyssal. 1 charge to deal an extra 2d6 poison damage to it; if this
A malevolent demon named Draeloh’rr lives inside attack kills a target, you gain 10 temporary hit points.
greataxe. It longs for the destruction of all that is complex Corruption Beyond Death. If you are reduced to 0
and doesn’t much care who suffers for it, even its wielder. hit points while attuned to this axe, you fall unconscious
It whispers subtle words to its wielder speaking as if it but your body doesn’t fall prone. Instead, the axe takes
were the wielder’s thoughts to influence them toward control of your body and acts for you on your turn. It
violent delights. If the axe is ever outright refused by the does whatever it pleases, usually moving and attacking a
wielder, it can rebel and take precise control of the wielder random creature or object nearby. You can still fail death
while the wielder is unconscious, committing acts that saving throws as normal during this time, which lasts
would change the wielder’s mind. until you die or are no longer making death saving throws.

Across the Furnal Bridge


2
Squirm

Squirm
Weapon (whip), legendary (requires attunement)
Long spectral lashes sprout from the handle of this
whip, each wriggling in the air like excavated worms
and moving as if it has a mind of its own. The lashes
represent not only the mind of the entity within, but the
merged mind of the wielder as well. Joined Mind. While you hold the whip, you have the
following benefits:
To attune to this magic whip, you must hold its handle
against your head for the duration of the attunement ●● You can telepathically communicate with creatures you
period and allow its spectral lashes to bind with see within 120 feet of you.
your mind. The process renders you frightened and ●● You gain darkvision out to 120 feet if you don’t already
incapacitated for the duration as the spectral lashes have it.
wriggle across your body. At the end of the attunement ●● You have advantage on Intelligence saving throws.
period, the whip gains access your memories.
Sentience. Squirm is a sentient neutral evil weapon Arms of Deliria. You have a +2 bonus to attack and
with an Intelligence of 18, a Wisdom of 13, and a damage rolls made with the whip and you deal an extra
Charisma of 16. It has hearing and darkvision out to 2d4 psychic damage when you hit with it. When you roll
a range of 120 feet. The whip can read, speak, and a 20 on the d20 for an attack roll made with the whip, the
understand Common, Abyssal, and Infernal; it can target is frightened of you until the end of its next turn.
communicate telepathically with its wielder or any While frightened this way, a target cannot take reactions.
creature the whip has hit within the past minute. It also Psychic Thrash. The whip has a number of lashes
has a walking speed of 1 feet. equal to 1 + your Intelligence modifier (minimum of
A sadistic agon named Etzerai lives inside this whip or 2). On your turn as an action, you can make one melee
is the whip itself — it is unclear since the whip appears weapon attack with each lash against a different target
to be alive. It relishes in the mental torture of innocents, within reach.
instilling fear, despair, and anguish whenever it can. If you Mind Strike. While holding the whip, you can use an
have not fulfilled its thirst for some time, it either tortures action to cast confusion from it (spell save DC 17) without
you with your guilty memories or attempts to strangle you providing material components. Once used, this property
in the night. can’t be used again until the next dawn.

Across the Furnal Bridge


3
Soulsnare
Weapon (longsword), legendary (requires attunement)
The blade of the sword opens up in a fiery maw, spewing
with hellfire that binds a slain creature to its service.
Despite appearances, the specters answer not to the
wielder but to the entity trapped within the weapon, their
spirits broken by the violent fate that befelled them.
Once attuned to this sword, your alignment drifts one
step toward lawful evil every 2d4 days. You also cannot
voluntarily end your attunement to the sword. If you
are targeted by a spell that ends a curse, you end your
attunement.
Sentience. Soulsnare is a sentient lawful evil weapon
with an Intelligence of 15, a Wisdom of 15, and a
Charisma of 16. It has hearing and darkvision out to a
range of 120 feet unimpeded by magical darkness. The
sword communicates telepathically with its wielder and
can read, speak, and understand Infernal.
An ambitious devil named Zaelith lives inside
longsword. It had been trapped there by an archdevil
centuries ago for a debt for which the devil must
reclaim souls to pay off. It mechanically plans for the Soulsnare
corruption of good minds and revels when the work
is done. If the devil grows dissatisfied, it can take
control of any specters resurrected by the sword
for its purposes.
Joined Spirit. While you hold the sword, you
have the following benefits:

●● You can read, speak, and write Infernal.


●● You gain darkvision out to 120 feet if you
don’t already have it.
●● You have advantage on Charisma saving
throws.

Spur of the Cinderdeep. You have a


Magic Items
+2 bonus to attack and damage rolls Each item is presented in alphabetical order. An item’s
made with the sword and you deal an extra description gives the item’s name and category; if the item
1d6 fire damage to targets you with it. When you kill a is magical, its rarity and its properties are also listed.
humanoid with this sword, you can use your reaction to
snare its soul and resurrect it as a specter. This specter Ashmaker
obeys your commands and takes its turns immediately Weapon (polehammer), uncommon
after yours. If you don’t give it a command, it takes the
Dodge action. The specter remains for 24 hours, or until Polehammer. This weapon is a polearm with the head
it dies or you resurrect another specter. When it dies, the of a warhammer. It has the same statistics as a glaive but
specter’s soul is sent to the Cinderdeep instead of its deals bludgeoning damage instead of slashing damage. A
expected afterlife. creature proficient with the glaive or halberd is proficient
Crush Soul. While holding this sword, when a creature with this weapon.
within 60 feet of you succeeds on a saving throw, you can Reduce to Ash. You deal an extra 1d4 fire damage
use your reaction to force the creature to reroll the d20 to targets 10 feet or further away from you when you
and use the new result. Once you have transformed a hit them with this magic weapon. Humanoid creatures
successful save into a failure, you can’t use this property killed by this weapon are turned into ash and cannot be
again until the next dawn, unless you reduce your specter resurrected without the use of a resurrection spell or
to 0 hit points to do so. another more powerful effect.

Across the Furnal Bridge


4
Ashmarble Slab
Wondrous item, treasure, uncommon
Ashmarble is a sedimentary mineral native to the Furnal
Plane of the Cinderdeep, formed from ash through
the application of heat, pressure, and blood. They are
generally found in the depths of the Ashkasm where
volcanic ash collects. Ashmarble is used as a protective
coating fiendish armors.
While you hold this ashmarble slab, you can use an
action to throw it at a point within 20 feet of you, causing
it to shatter it into a cloud of ash. The cloud fills a
5-foot radius sphere centered on the point and is lightly
obscured. A creature inside the cloud has resistance
to fire damage. The cloud lasts for 1 minute or until
dissipated by any light wind (at least 10 miles per hour).

Bloodstone Chunk Bonecage


Wondrous item, treasure, uncommon
Bloodstone is a crystalline mineral native to the Furnal
Plane of the Cinderdeep, formed within the mountains
of the Bloodpeaks through a combination of intense
heat, pressure, and the bloodstained souls of the damned.
While holding a piece of bloodstone to the light, one
can see suspended pieces of cardiovascular viscera.
Bloodstone is used in the forging of fiendish weapons.
While you hold this chunk of bloodstone, you can use
an action to shatter it and regain 1d4+1 expended hit dice.

Bonecage
Armor (plate), very rare (requires attunement)
The crackling of growing bones can be heard from this
armor while in absolute silence, still retaining the vitality
of their fiendish origins. These grisly items are usually
crafted from slain fiends by veteran rangers of the
Fiendish Mask conclave who trade their blood for added
protection. They become often more fiend and humanoid
as a result.
This armor initially appears as jagged shards of fiendish
bone. To attune to it, you must stab the bone shard into
your abdomen and endure the pain for the duration of the Circlet of the Contract
attunement period, during which the bone grows into and
around your body, forming hundreds of sharp spurs. Circlet of the Contract
Living Armor. You gain a +1 bonus to AC while you Wondrous item, rare (requires attunement)
wear this armor. When a creature within 5 feet of you A fiend lord typically grants such circlets to worshipers who
grapples you or hits you with a melee weapon attack, you expounds the ideals of trickery and the deceptive scam
can deal 1d4 piercing damage to it (no action required). of “fair trade.” It is never quite clear who benefits from this
A creature can only take this damage once per turn. Also, trade: the wearer or the fiend who owns the circlet.
whenever you finish a long rest, the armor expends four
While you wear this circlet, you have advantage on
of your hit dice. If it does, it grows new bone spurs that
Charisma (Persuasion) checks.
grant you temporary hit points equal to your level.
Devil’s Contract. This circlet has 3 charges and
Impaled. The armor can’t be removed from you while
regains 1d3 charges daily at dawn. While wearing this
you’re attuned to it, and you can’t voluntarily end your
circlet, you can expend 1 charge to cast suggestion from
attunement to it. If you’re targeted by a spell that ends a
it. If you had recently fulfilled one of the target’s desires
curse, your attunement to the armor ends, and it detaches
within the past hour, the target has disadvantage on its
from you.
saving throw.

Across the Furnal Bridge


5
Devil’s Shackles Eye of Aziridan
Wondrous item, uncommon (requires attunement) Wondrous item, very rare (requires attunement)
The metal of these shackles feel simultaneously hot and This eye belonged to Aziridan the All-Seeing, a foolish
cold to the touch like an overload of the senses. Perhaps champion who believed his faith commanded the
that should have been warning enough not to attune to eradication of the Furnal Planes. For a rare moment,
such a devilish thing, or at least more closely inspect the the fiend lords enacted a truce to punish the mortal.
fine print. Aziridan was captured and his body, mind, and spirit
While attuned to these shackles, you can use an action to corrupted into an amalgamate fiend with aspects of all
cast burning hands from them. Once you cast the spell, fiendlords. Unable to live with his own imperfection and
you can’t do so again until the next dusk, unless you take failure, Aziridan tore out his eyes and lived his eternity in
2d8 fire damage to use it again (this damage is unaffected blindness.
by resistances or immunities). Additionally, these shackles To attune to this eye, you must spend the duration of your
cannot be targeted by a heat metal spell. attunement period with it in an empty eye socket. Once
Fine Print Curse. A successful DC 15 Intelligence attuned, it functions identically to a normal eye, though
check using Arcana or Investigation reveals this property always visibly inhuman. When you attune, you choose one
to you. Upon these shackles are imprinted the contract for type of fiend and gain its benefit. You can use an action to
their usage, fine print included. You cannot willingly end replace the chosen fiend’s benefit with another.
your attunement to this item without the use of a spell ●● Agon Eyes. You can see psychic or psionic
that ends curses. If you are reduced to 0 hit points while manifestations that would be otherwise invisible to the
you wear these shackles, you immediately fail one death normal eye. You can also detect the presence of living
saving throw. If the shackles’ fire damage caused you to creatures as described in the detect thoughts spell.
fall to 0 hit points, you fail two instead. If you die while ●● Demon Eyes. You can see magical auras as described
attuned to the shackles, your soul is snared and sent to in the detect magic spell and can notice the presence
the Cinderdeep instead of your expected afterlife. of magical illusions and invisible things (though you
cannot see them as you would with truesight).
●● Devil Eyes. You have darkvision out to 120 feet if you
don’t already have it and magical darkness does not
impede this vision.
Merging New Eyes. Over the course of a short or long
rest, you can magically merge other types of fiends’ eyes
to this one. Doing so grants you additional boons at the
Devil’s Shackles GM’s discretion. Some examples include improving ability
checks using Perception, casting scorching ray once per
day, detecting physical weaknesses of creatures such as
current hit points, saving throws, and vulnerabilities.

Eye of Aziridan

Across the Furnal Bridge


6
Fiendish Talismans
Wondrous item, uncommon
These talismans are crafted from a body part of fiend
either living or dead, their innate magical power
channeled through the object. Such creatures rarely give
up such commodities and must be either bought from a
devil, won from an agon, or stolen from a demon.
These talismans are crafted from the magical remains Fiend’s Claw Talisman
of fiends, such as their bones, claws, and tongues. Each
Fiend’s Tongue Talisman
talisman provides a different benefit based on the body
part and type of fiend from which they are taken.

Fiend’s Bone. You can spend 1 minute affixing this


magical talisman to you when you finish a short or long
rest. While affixed, you have resistance to damage of a
type based on the fiend the talisman was obtained from:
fire damage for a devil, poison damage for a demon,
and psychic damage for an agon. If you take 10 or more
damage of the resisted type from a single source, the Fiend’s Bone Talisman
talisman crumbles to dust.
Fiend’s Claw. You can spend 1 minute affixing this
magical talisman to a weapon when you finish a short
or long rest. The first time you hit a target with an
attack using the affixed weapon on your first turn of
each combat, you deal an extra 1d6 damage to it of a
Fiendslayer Armor
type based on the fiend the talisman was obtained from:
Armor (any armor), uncommon
fire damage for a devil, poison damage for a demon,
and psychic damage for an agon. When you roll a 1 on While you wear this armor, you are warded from fiends.
the d20 for an attack roll made with an affixed weapon, The first time a fiend makes an attack roll against you
the talisman crumbles to dust. in combat, it must first succeed on a DC 13 Charisma
Fiend’s Tongue. You can spend 1 minute affixing this saving throw to do so. If it fails the save, the fiend must
magical talisman to you when you finish a short or choose another target within reach or range or waste the
long rest. While affixed, you are proficient with a skill attack.
based on the type of fiend the tongue was taken from: Blessed Variants. If this armor has been blessed by
Persuasion for devils, Deception for demons, and a powerful cleric, the DC for the saving throw increases
Intimidation for agons. If you are already proficient with and its rarity changes: 15 (rare), 17 (very rare), and 19
that skill, you can add double your proficiency bonus (legendary).
to it instead. If you roll a 1 on the d20 when making
an ability check using the talisman’s granted skill, the Gloomshroud
talisman crumbles to dust. Wondrous item, rare (requires attunement)
This cloak is woven from strands spun from solid
Fiendcatcher darkness, carved from a sombragon fiend from the
Weapon (net), rare Furnal Plane of Deliria.
Warriors of the Order of Silver Light craft a variety of While you wear this cloak in an area of bright light, the
weapons to aid in their ceaseless battle against the fiends. space you occupy is always shrouded in dim light, which
To combat the fiends’ ability to resist magic, their warriors imposes disadvantage on other creatures’ Wisdom
use specially patterend nets coated in silver powder (Perception) checks to see you. This property of the cloak
that form the components of a ritual that can suppress is suppressed while you are in an area of sunlight.
magical resistances. Summon Darkness. While wearing this cloak, you can
This magical silvered net cannot be destroyed, and fiends use an action to cast darkness from it, targeting the cloak.
have disadvantage on ability checks made to remove this You can see through the magical darkness created by the
net. While a fiend is restrained by this net, it loses its spell. Once you use this property, you can’t do so again
Magic Resistance trait if it has it. until the next dusk.

Across the Furnal Bridge


7
Hellfire Belcher
Weapon (hand cannon), exotic, rare (requires attunement)
This bulky hand cannon is typically wielded by large
fiends like a firearm in one hand, and claiming one is no
small feat. The origins of firearms can be partially traced
to the Furnal Planes where black powder is abundant,
particularly for cultures where the substance would not Hellfire Belcher
be normally available. However, this weapon shoots large
pockets of fire instead of the physical ammunition.
Heavy. Characters with a Strength score of 14 or
lower have disadvantage on attacks made with this
weapon.
Exotic. You are only proficient with
this weapon if you have the appropriate
background or training (at GM’s discretion).
Hand Cannon. The hand cannon is an
exotic weapon that can only be used by those
familiar with their design. It is a type of ranged
martial weapon that bears traits of a firearm and
cannon, capable of firing large heavy projectiles at targets
in a low arc. The hand cannon has the Heavy, Loading,
Two-Handed, and Ammunition properties with a range of
50/100. It normally deals 1d12 bludgeoning damage on
a hit, but this weapon’s Hell-Forged property changes its
damage type to something else.
Hell-Forged. You have a +1 bonus to attack and
damage rolls made with this magic weapon, which deals
fire damage instead of bludgeoning damage. Additionally,
the weapon magically creates ammunition in its chamber
immediately before you fire it.
Flame Spewer. This weapon has 5 charges and
Last Light
regains 1d4+1 expended charges daily at dawn.
Immediately before you fire this weapon, you can expend
the required number of charges to one of the following
additional effects to the attack.

●● Rain of Fire (2 charges). The flames burst into a Last Light


cascade of fire mid-flight. Instead of attacking your Weapon (longsword), very rare (requires attunement)
target, you can make a separate attack against each
creature in a 5-foot radius circle centered on your target Under guidance of a deity, the most devout of the Order
(including your target). You can expend additional of Silver Light embark on lengthy journeys to the Silver
charges when you use this property, increasing the Forge, crafting fiend-slaying weapons. This blade has seen
radius of the circle by 5 feet for each charge expended. countless battles, passed down through generations of
devoted protectors to always remain as a beacon of hope.
●● Scorched Earth (1 charge). Whether you hit or miss
your target, the fire pools in a 15-foot diameter circular Silverspawn Weapon. This magic weapon was made
area centered on your target. A creature that starts its in the Silver Forge, coated in a silver material that
turn in the flames or moves into the area for the first contaminates a fiend’s blood. Once on each of your turns,
time on its turn takes 1d8 fire damage. Each 5-foot when you hit a fiend with this magical silvered weapon,
space of the fire lasts for 1 minute or until a creature the fiend must make a DC 15 Constitution saving throw
adjacent to it uses an action to put out the fire. or lose any poison or fire resistances it has until the end
●● Tormenting Flames (1 charge). Immediately after of your next turn. If the attack was a critical hit, the fiend
the attack hits or misses, it transforms into a column has disadvantage on the save.
of oily flames. The target must succeed on a DC 15 Holy Weapon. When you hit a fiend with this magic
Constitution saving throw or be set ablaze. The target weapon, you deal an extra 1d8 radiant damage to it.
takes 1d8 fire damage at the start of each of its turns Light in the Dark. You can use an action cast daylight
and can use an action to repeat the save, putting out from the sword, targeting only the sword. Once you use
the flames on a success. this property, you can’t use it again until the next dawn.

Across the Furnal Bridge


8
Meathook
Weapon (sickle), rare
Butcher demons of the Black Rift use a variety of butcher
tools including the prevalent meat hook, aptly named,
“Meathook.” Some are enchanted to impale creatures on
their own, making them especially deadly weapons.
This sickle is attached to a 5-foot length of chain normally
held in the other hand. While you wield this sickle with
two hands, it gains the Two-handed and Reach properties.
Flesh Ripper. You have a +1 to attack and damage
rolls made with this magic weapon. Immediately after
you score a critical hit with this sickle against an organic
target, the target takes 2d4 slashing damage.
Fiendish Hunt. You can snare distant creatures with
this weapon. As an action, you can throw this sickle at a
creature you can see within 20 feet of you and the chain Meathook
magically extends to permit this length. Make a ranged
attack roll against the target as normal. If you hit a target,
you can choose to pull it up to 15 feet toward you if it
is no more than one size larger than you. If this was a
critical hit, you can also knock prone a target that you pull.

Obsidian Cull
Weapon (scythe), exotic, uncommon (requires
attunement)
This scythe bears resemblance to the popular belief in the
Grim Reaper, though its original fiendish wielders adhere
to no such romantic fantasy. If you see this scythe, you
must run — such shadow fiends will not hesitate to strip
flesh from bone and devour the weak.
Exotic. You are only proficient with this weapon if you
have the appropriate background or training (at GM’s
discretion).
Scythe. The scythe is a martial melee weapon with
the Heavy, Two-handed, and Reach properties. Because
of its shape and length, it deals 1d8 bludgeoning damage
to targets that are within 5 feet of you, or 1d10 slashing
damage on a hit to targets that are more than 5 feet away
from you.
Culling Blade. This weapon has 3 charges and regains
1d3 expended charges daily at dusk. You can use an
action to expend a charge, swinging this scythe with two
hands and emitting a 20-foot cone of ravenous shadow
that culls the weak. Creatures in the cone are affected
in ascending order of their current hit points (ignoring
unconscious creatures). Starting with the creature that
has the lowest current hit points, a creature must succeed
Obsidian Cull
on a DC 13 Constitution saving throw or take 3d10
necrotic damage. If the creature succeeds on the save, the
creature with the next lowest current hit points makes
that saving throw. Once a creature takes this damage, the
effect ends; all remaining creatures are unaffected. You
can then teleport to an unoccupied space within 5 feet of
the creature that took this damage.

Across the Furnal Bridge


9
Scepter of the Mad Fiend Shrieking Skull

Scepter of the Mad Fiend


Weapon (club), very rare (requires attunement by a
spellcaster)
This scepter is imbued with a fragment of an agon fiend’s
desire: the subjugation and fracture of a creature’s mind
through any means necessary. In the hands of a zealous
worshiper, it can subjugate entire towns and trap them in
an endless nightmare of pain and betrayal.
You can use this scepter as a spellcasting focus. It grants
a +1 bonus to the DC of enchantment spells you cast
through it and deals an extra 1d6 psychic damage to
creatures you hit with it. While attuned, you also know
the message cantrip and can cast it from the scepter Shrieking Skull
at will. The scepter has 7 charges for the following Weapon (flail), rare (requires attunement)
properties and regains 1d4 + 3 expended charges daily at The weapon’s burning skull sees itself. Is it a skull
dusk. tormented by painful fire? Or is it a living fire caged by a
Haunting Influence. Whenever you cast message physical skull? It does not know so it must scream and
from the scepter, you can disguise your voice as the scream and scream.
target’s internal thoughts by succeeding on a Charisma Whenever you hit with an attack using this weapon, the
(Deception) check contested by the target’s Wisdom target takes an extra 1d8 fire damage and the skull
(Insight) check, though the target is under no obligation to emits a harmless shriek that lasts for 1 minute and
listen to you. can be heard up to 120 feet. Additionally, if you roll the
If a target fails this check by 10 or more, you can also maximum value for the extra fire damage, the head of the
expend 1 charge to place it under the effects of a special flail deals 1d4 thunder damage to each creature of your
suggestion spell. This version lasts only 10 minutes choice within 5 feet of the original target.
and you can suggest the target make one attack against Piercing Scream. While you hold this weapon, you can
itself, though the spell ends after the attack roll is made use an action to expend a charge and cast shatter from
regardless of whether it hits or misses. A target remains it targeting your own space (spell save DC 15). You are
unaware of this property’s attempted influence. Once you unaffected by this spell. You can’t cast this spell from the
have placed a target under suggestion this way, you can’t flail again until the next dawn.
do so again until the next dusk.
Spellcasting. You can use an action to cast one of
the following spells from the scepter without providing Silverspawn Weapon
material components, expending the necessary number Weapon (any melee weapon), rare
of charges: confusion (4 charges), detect thoughts (2 Once on each of your turns, when you hit a fiend with
charges), fear (3 charges), phantasmal killer (4 charges). this magical silvered weapon, the fiend must make a
You use your spell save DC for these spells. If the last DC 15 Constitution saving throw or lose any poison or
charge is expended, you take 2d10 psychic damage that fire resistances it has until the end of your next turn. If
cannot be reduced in any way and is stunned until the the attack was a critical hit, the fiend has disadvantage
end of your next turn. on the save.

Across the Furnal Bridge


10
Skitterface Tormented Chain
Wondrous item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement)
This mask is crafted from the head carapace of a mezziilt, Sometimes the animated chains of a chain devil find
an insectoid demon that scours the surface world of freedom from the devil’s control, sustained by an
the Black Rift. This mask still retains the nerve endings outside source of magic. They slither wildly among the
and brain matter of the mezzilit, allowing its wearers Cinderdeep until tempered by the attunement of another
to connect to tiny insects around them. The method for creature.
crafting this mask is known only to the Rangers of the This 20-foot long barbed chain is an object with AC 16, 15
Fiendish Mask conclave. hit points, resistance to piercing damage, and immunity
When you attune to this mask, stingers inside the to psychic and poison damage. While attuned to the chain,
material latch onto your skin. While wearing the mask, you can speak its command word (no action required)
the multifaceted lenses prevent you from being blinded to magically animate it. The chain remains animated for
and you always hear a quiet buzzing drone. 1 minute or until it is reduced to 0 hit points. While the
Summon Swarm. While you wear this mask, you can animated chain is within 60 feet of you, you can use an
use an action to magically summon a swarm of insects action to command it to move up to 20 feet and take one
that fill a 10-foot cube centered on a point within 20 of the following actions:
feet of you. A creature that ends its turn in the swarm or
●● Bind. The chain flies to a Medium or smaller target of
moves into it for the first time on a turn must succeed on
your choice within 20 feet of it and attempts to wrap
a DC 13 Constitution saving throw or take 2d4 piercing
itself around it. The target must succeed on a DC
damage. While the swarm persists, you can use a bonus
13 Strength saving throw or be grappled. The target
action to move the swarm up to 10 feet horizontally in
remains grappled until it uses an action to repeat the
a direction of your choice, dragging any creatures in
save and succeeds, or until the chain is otherwise
the swarm’s space along with it. The swarm lasts for 1
destroyed or removed. While grappling a target, the
minute or until you lose concentration (as if maintaining
chain can only be commanded to take the Lash action
concentration on a spell).
against the grappled target, which has disadvantage on
the saving throw.
●● Extend. The chain levitates and extends itself between
two points of your choice within 20 feet of each other.
The chain remains rigid until you command it to retract
using another bonus action. While extended this way,
the chain can support up to 500 pounds.
●● Lash. The chain whips out at a creature within 5 feet
of it. The target must succeed on a DC 13 Dexterity
saving throw or take 1d6 piercing damage. This
damage is magical.

You can animate the chain once and


can’t do so again until you finish a
short or long rest, during which the
chain regains any lost hit points.

Rare Variant. The chain’s saving


throws for Bind and Lash are 15
instead. It also has AC 18 and 20 hit
points.
Very Rare Variant. The chain’s saving
throws for Bind and Lash are 17
Tormented Chain instead. It also has AC 20 and 30 hit
points.

Across the Furnal Bridge


11
Faryonda’s Botanical Garden

Botanist’s Guide
Original Release: April 2022
This section details new plant-themed
items a character may find on a journey
across any world, including herbs and flora
with special properties. Various gardening
tools reveal the hidden secrets of herbology.

Tools of the Botanists


Each of the following items belong to a legendary
botanist. Their backgrounds are expanded in the
Hidden World of Botany section. Each plot in the garden can be magically configured
using command words to provide its resident plants with
all nutritional and environmental requirements to nurture
Faryonda’s Botanical Garden
it, such as sunlight, darkness, water, minerals. You can
Wondrous item, legendary (requires attunement by a
also configure each plot to grant the additional benefits
character proficient in Nature or herbalism kit)
to plants or plant creatures growing inside them. You can
According to folk tales, legendary botanist Avalon choose any number of benefits from the following list:
Faryonda carried with her a personal herbarium, which
she used to brew hundreds of potions, remedies, and ●● Plants in the plot grow at a rate of 2, 5, 10, or 50 times
cures wherever she went. In some stories, she was a faster than normal (your choice).
saint of sorts, caring for wounded soldiers and poisoned ●● Plants in the plot do not suffer from disease or blight,
children. In others, her deadly toxins razed entire whether mundane or magical.
families long after she had gone. Faryonda particularly ●● Plants in the plot regain 5 hit points every hour.
reveled in trades and bargains, a trait learned from her ●● Plants in the plot gain limited sentience and animation
wooded patron. if they don’t have these traits already. They gain the
This garden’s object form is a crown of vines and flowers. ability to communicate with you and offer basic
While this crown is on the ground, you can speak its information it may know. If the plant is a creature, you
command word and transform it over the course of a can communicate with it as if it shared a common
minute into a magical stationary portal big enough for language.
a Large creature to pass through. The portal leads to a
small demiplane consisting of a 40-foot diameter circular
Sauliver’s Rose
garden inside a 60-foot tall dome. It has eight 15-foot
Wondrous item, rare
diameter plots equipped with all the mundane tools
required for growing plants and a central workshop A beautiful white rose whose petals sparkle like diamonds,
that functions as an herbalism kit, as well as seemingly edged with a red pattern. It was first discovered and
limitless storage that can preserve plant material. The catalogued by renowned botanist Lancet Sauliver, whose
garden’s interior simulates sunlight and day-night cycles work on intertwined nature, blood, and life proved
of the exterior. Only creatures you explicitly allow can influential among cleric circles. The rose has since
enter the portal. become a symbol for certain cleric orders who worship
You can speak another command word to transform life and vitality.
the portal back into a crown over the course of a minute. While holding this rose, you can use an action to cast
The portal can also be destroyed (AC 18, 50 hp, immunity cure wounds or revivify on a target you touch. Once you
to psychic damage), which instantly transforms it into cast cure wounds with this rose, that spell can’t be cast
a crown upon being reduced to 0 hit points. When the from it again until the next dawn. Once you cast revivify
portal reverts to a crown, creatures inside the demiplane with this rose, roll a d20. On a roll of 20, the rose can’t be
except plants are expelled to the nearest open spaces used again until the next dawn. On a roll of 19 or lower,
within 5 feet of the crown. Time for the garden passes as the rose instantly withers as it transfers its life force to
normal even when the portal is in its crown form. the target.

Botanist's Guide
12
Serpyte’s Lily Wormstone’s Brim
Wondrous item, rare (requires attunement by a druid or Wondrous item, very rare (requires attunement)
ranger) The cultivated adornment of mycelial biologist Nevyx
Renowned marine botanist Algar Serpyte is said to Wormstone, this hat is transforms its wearer into more
travel with an awakened lily pad that he trained to follow spore than human. Its dripping spores feel cold to the
commands. A rare plant from the jungle, the lily absorbed touch and spreads its influence along the body.
some of Serpyte’s magical abilities through years of To attune to this hat, you must spend the duration of
careful cultivation, strengthened by their natural bond. the attunement period wearing the hat, during which
The time required to attune to this lily pad is 10 minutes its spores spread across your body. At the end of the
for druids and rangers, or 1 action if they expend a spell attunement period, you must make a DC 13 Constitution
slot of any level to do so. saving throw, and do so with advantage if you are
When placed onto a liquid surface, this 6-inch diameter proficient in Nature. On a success, you attune to the
leaf magically swells up to a 10-foot diameter lily pad hat. On a failure, you take 4d8 necrotic damage and the
over the course of a minute, provided it has the space attunement is interrupted and you must try again.
to do so. It is magically resistant to the effects of acidic While you wear this hat, you don’t need to eat or drink
and poisonous liquids it may be placed on. The lily if you spend at least 1 hour each day on earth or soil,
has tendrils that propel it across the liquid surface at a as the spores provide you with nutrients. You also gain
speed of 20 feet, which moves according to your spoken resistance to necrotic damage. The hat has 5 charges for
commands (no action required). If the liquid is no deeper the following properties and regains 1d4 + 1 expended
than 10 feet, you can also verbally command the lily pad charges daily at dawn.
to anchor to the bottom, which prevents it and anything it Absorption. Whenever you take necrotic damage, you
carries from being moved by mundane or magical water. can expend 1 charge as a reaction to regain 2d8 hit
When removed from the liquid, the lily pad shrinks to its points.
original 6-inch diameter form over the course of a minute. Spore Puppet. As a bonus action, you can expend 2
The lily pad can transport up to 300 pounds without charges to resurrect a humanoid corpse within 30 feet of
hindrance. It can carry up to twice this weight, but it you as a zombie. In initiative, it takes its turn immediately
moves at half speed if it carries more than its normal after yours and follows your mental commands. You lose
capacity. control over it after 1 minute or if it is ever more than 30
feet away from you, after which it mindlessly pursues the
creature closest to it.

Sauliver’s Rose

Wormstone’s Brim

Serpyte’s Lily

Botanist's Guide
13
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.

Cloak of Blossoms
Wondrous item, rare (optional attunement)
Natural Camouflage. While wearing this cloak, you
have advantage on Dexterity (Stealth) checks made to
hide in a natural environment filled with foliage.
Flower’s Charm. While wearing this cloak, you emit
a wonderfully pleasing scent in a 30-foot radius sphere.
A humanoid that moves into the sphere for the first time
that day and can smell the scent develops a generally
pleasant attitude towards you until it leaves the sphere.
If you have not seen or interacted with that humanoid
within the past week, you also have advantage on the next
ability check you make to socially interact with it within
the next minute or until it leaves the sphere.
Blooming Thrall. If you choose to attune to this cloak,
you gain this property. While wearing the cloak, you can
use an action to flutter the cloak and waft an especially
strong magic scent. One humanoid creature of your
choice in the scented sphere that can smell the scent
must make a DC 15 Wisdom saving throw. On a failed Cloak of Blossoms
save, the target is charmed by you for 1 minute. The
charm ends early if you or your allies do anything harmful
to it or its allies. Once used, this property can’t be used Guardener’s Rake
again until the next dawn. Weapon (mace), uncommon (requires attunement)
Vines and hardy plants grow uncontrollably around this
Dust of Blight rake, attracted by its innate druidic magic. Guards of the
Wondrous item, rare Floating Gardens wield these rakes to assist with plant
maintenance and defense. The occasional rake is gifted to
This small packet contains 1d6 + 4 pinches of magical traveling botanists who prove their worth and dedication
rot. You can use an action to sprinkle a pinch of it over a to the scientific cause.
mundane plant, which instantly causes it to wither and die.
This weapon deals piercing damage instead of
If this dust is sprinkled on a plant creature, the creature
bludgeoning. It has 3 charges for the following properties
must make a DC 13 Constitution saving throw, taking
and regains 1d3 expended charges daily at dawn.
10d6 necrotic damage on a failed save, or half as much
damage on a successful one. Sow. The rake plants seeds that quickly sprout. When
you hit a target with this weapon, you can expend a
charge and cause magical tendrils to entangle the target.
Dust of Growth The target must succeed on a DC 13 Strength saving
Wondrous item, very rare throw or be restrained for 1 minute. The target can use
This small packet contains 1d6 + 4 pinches of magical an action to repeat the save, ending the condition on a
fertilizer. You can use an action to sprinkle a pinch of it success.
over a mundane seed planted in suitable earth or soil Rake. The rake magically sows seeds along the ground.
that has sufficient room for its roots. The seed instantly As an action, you can expend a charge to create three
grows to its mature form, provided it has the space to do identical parallel walls of harmless plants, each spaced
so. If the plant has rigid stems (such as a tree or a bush) 5 feet apart. The middle wall starts from a point on the
and its space is occupied by a creature, the creature must ground you can see within 15 feet of you and extends in
succeed on a DC 13 Dexterity saving throw or be lifted a direction of your choice; the outer two walls are created
up by the plant. appropriately. You can make the walls up to 20 feet long,
If this dust is sprinkled on a plant creature, the creature 10 feet high, and 1 foot thick. Each 5-foot section of wall
regains hit points equal to half its maximum hit points. can be destroyed (AC 12, 10 hp, vulnerability to fire
damage). These walls last for 1 minute or until destroyed.

Botanist's Guide
14
Hand Pistil
Weapon (hand crossbow), uncommon (requires
attunement)
Roughwhistle flowers are carefully cultivated with druidic
magic into a weapon form. Such weapons are commonly
found among remote druidic conclaves where wood
for javelins and spears are rare, typically in prairies or
deserts.
This weapon does not require ammunition; it grows and
shoots small seed pellets instead. It has 3 charges for the
following properties and regains 1d3 expended charges
at the end of a long rest, or when exposed to sunlight over
the course of a short rest.
Thorn Seed. When you hit a target with this weapon,
you can expend a charge and deal an additional 1d4
piercing damage to it.
Vine Seed. When you hit a target with this weapon, you
can expend a charge and cause the seed to sprout. The
target’s speed is halved until the end of its next turn.

Hand Pistil
Planter’s Spade
Weapon (club), uncommon
This weapon deals double damage to plants and plant
creatures. While wielding this weapon, you can use an
action to instantly teleport a Huge or smaller plant up to
30 feet to an unoccupied space you can see. Alternatively,
Tonaxouchtl Petal
Wondrous item, rare
you can use this property on a plant creature you hit with
this weapon (no action required). Once this property is This petal is taken from the massive tonaxouchtl, a flower
used, roll a d20. On a roll of 2 or higher, the spade cannot of the sun. Within its petals and stalk are staggering
be used again until the next dawn. On a roll of 1, the amounts of stored energy it had absorbed from the sun.
spade shatters and can never be used again. Sunlight. As an action, you can cause this petal emit
bright light up to 60 feet, and dim light for another 60
feet. The bright light is sunlight. The light lasts for 10
minutes and ends early if a creature touches it. A creature
that touches a lit petal must make a DC 15 Constitution
saving throw, taking 22 (4d10) radiant damage on a failed
save, or half as much damage on a successful one.
Once used, roll a d20. On a roll of 2 or higher, this
property can’t be used again until the next dawn, or until
it is exposed to sunlight for at least 4 hours. On a roll of 1,
the petal loses its magic and the petal can never be used
again.

Vine Staff
Weapon (quarterstaff), common
This staff is a long vine tendril that can transition between
a rigid state for combat usage and a flexible state for
storage. While holding the staff, you can speak its
command word to transform it between both forms. This
staff can be used as a spellcasting focus in either state,
Guardener’s Rake but can only be used for weapon attacks in its rigid state.
If commanded to become rigid while curled up inside a
small space, the staff only stiffens as much as the space
allows.

Botanist's Guide
15
Nonmagical Plants & Herbs
Each plant presented in this section has special
properties that determine their potential botanical or
herbalist uses, detailed below.

Harvest
Each plant has a Harvest property that details the
procedures a character must follow to obtain the primary
ingredient from the plant. Mundane plants typically
require an action to cut or pick, but complex ones like the
kingslock may involve an ability check and a required
duration. This property may alternatively offer suggestions
for environmental hazards characters must overcome to
obtain this plant.
For arboreal plants, each tree listed includes a felling
table that describes the ability check and possible
duration required to chop it down. Wood from the
primary trunk is considered the most useful ingredient for
further crafting. Branch wood is generally easier to obtain,
but objects crafted from it may produce a weaker effect
compared to objects crafted from trunk wood
(GM’s discretion).

Recipe
If the plant has a recipe, that indicates parts of the plant
can be used in herbalism to craft a special remedy,
medicine, tonic, salve, or potion. Each recipe has the Plants List
following traits listed. The following nonmagical plants, herbs, and fungi are
Primary Ingredient. This recipe requires a major listed in alphabetical order. Magical plants or items can
ingredient from the plant. These ingredients cannot be be found in the previous section.
substituted.
Secondary Ingredients. This recipe requires additional
Bladepetal
ingredients, listed in order of usage during the crafting
This hardy perennial flower grows naturally in rocky or
procedure. The GM may allow the substitution of any of
arid environments, but sometimes spring up in junkyards
the listed ingredients with another appropriate one.
and abandoned battlefields. Their curious diet of of
Procedure. Characters must follow these procedures minerals and metals form their famous sharp blade-like
to craft the product detailed in this recipe, which usually petals, with colorations that vary from silver to rusted
lists the time investment required. brown. Dwarves and gnomes enjoy cultivating bladepetals
Check. At the end of the crafting period, the character with special or rare metals in small flower beds. Botanists
must make the ability check listed in this trait. If a caution adventurers from running through larger fields of
check lists multiple skill or tool proficiency options, the them.
character chooses which proficiency to add to the check. Harvest. You can use an action to pick a bladepetal
Success. This trait determines the result of a flower, making a DC 15 Dexterity (Sleight of Hand) check.
character’s ability check made to craft the recipe’s On a success, you retrieve the flower. On a failure, you
product. On a success, the character receives the item still obtain a bladepetal, but you cut yourself on its sharp
listed. Some recipes have additional success thresholds, petals and take 2d4 slashing damage.
such as crafting more of the product when the check Bladepetal Flower. When found, each flower has
exceeds the DC by a certain number. If the check fails, all 1d4+4 petals. When you take the Attack action while
ingredients used in the crafting are ruined and cannot be you hold this flower, you can pluck one petal and make a
used again. weapon attack with it. Each petal has the same statistics
as a dagger. If you are able to make multiple attacks on
your turn, this attack replaces one of them. Once picked,
a petal loses rigidity within the hour and can no longer be
used as a dagger.

Botanist's Guide
16
Blessing Bell Drakesbane
This red flower is one of several plants commonly used This sturdy flower grows in open dry environments,
as an ingredient for healing potions. They are most potent usually near taigas or arctic regions with well-drained
when grown in healthy forests void of rot and decay. soils. Their eight straight petals sport a variety of colors
Their bell-shaped flowers are easily recognized by druids from red-yellows to copper-brown depending on their
and herbologists alike, though only more experienced location. Folk legends attribute mystical powers of dragon
practitioners may discern their maturity. Apothecaries resistance to their coloration and eight-petaled shape, but
sometimes grow blessing bells in dedicated greenhouses modern botanists now know drakesbane simply smell
because each plant take can take up to a year to fully and taste unpleasant to dragons. Dragonborn researchers
mature. can attest to their undesirable flavor.
Harvest. You can use an action to pick a mature flower Harvest. You can use an action to pick a drakesbane
from a blessing bell. A character that succeeds on a DC flower from a drakesbane plant.
13 Intelligence (Nature) check can determine whether a Drakesbane Powder. Drakesbane flowers can be used
blessing bell flower is mature or not. to create drakesbane powder, which carries a powerful
taste unpleasant to draconic creatures. A dragon that
Potion of Healing Recipe ingests at least 2 doses of drakesbane powder feels
Primary Ingredient: 2 mature blessing bell flowers slightly nauseous for 10 minutes. If that dragon has a
Secondary Ingredients: lemongrass (1 pinch), fermented breath weapon that recharges on a roll of 5 or 6, it only
mud (1 oz) recharges on a roll of 6 for the duration.
Procedure: Squeeze and stir for 8 hours under careful
heat of 160 degrees Drakesbane Powder Recipe
Check: DC 13 Wisdom check using herbalism kit Primary Ingredient: At least 5 drakesbane flowers, dried
Success: 1 potion of healing, or 1 greater potion of Secondary Ingredients: Goat spit (1 ounce), 3 pumice
healing if you succeed on the check by 10 or more pebbles
Procedure: Grind into paste (usually 30 minutes), then
Cinderleaf heat at 200 degrees until dried (usually 2 hours)
This meandering tree provide warmth and heat in Check: DC 13 Strength or Wisdom check using
otherwise inhospitable locales, typically as groves along herbalism kit
main streets of snowy cities or from small pots inside Success: 1 dose of drakesbane powder, or 2 doses if you
local homes. They are recognized primarily by their succeed on the check by 5 or more
leaves, which have a flame-like shape and a red-brown
coloration tinged with red at its ends. Umber yellow veins
on the leaf glow when held against sunlight.
Arctic villages maintain cinderleaf orchards for a
steady supply of warmth. The trees usually retain
foliage throughout winters, but every eleven years, they
collectively shed them in autumn in a stunning display of
deadly glowing flurry.
Harvest. You can use an action to pick a leaf from a
cinderleaf tree, which retains its warm feel for 1 minute.
Cinderleaf Salve. Leaves from a cinderleaf tree retain
its warm and heating properties. Over the course of 1
minute, you can apply this salve to the skin of a creature,
granting it resistance to cold damage for 1 hour.

Cinderleaf Salve Recipe


Primary Ingredient: At least 20 fresh leaves from a
cinderleaf tree, still warm.
Secondary Ingredients: Swamp clay (2 oz), insect chitin
(1 oz)
Procedure: Press for 2 hours under careful heat of 140
degrees
Check: DC 15 Wisdom check using herbalism kit
Success: 1 handful of cinderleaf salve

Botanist's Guide
17
Etherpea
GM Tip: Making the Best of Herbalism Kits This very rare legume absorbs and collects the magical
Herbalism kit is an important tool proficiency for botanists residue of the ethereal plane from the surrounding soil.
and apothecaries. At minimum, every kit typically contains They grow near planar portals where the boundaries
clippers, mortar and pestle, and vials. Some kits contain between planes are thin, sustained by planar energy
additional instruments such as a small boiling pot, a small instead of sunlight. Its habitat is classified as “undefined,”
mallet, a vice clamp, a scraper, a magnifying lens, and small as they can grow just about anywhere a portal is present,
herbal bags. regardless of weather.
In addition to brewing potions and antitoxin, characters
proficient with herbalism kits may add their proficiency bonus Each stalk of etherpea sprouts ten to twenty green-blue
to special ability checks. Consider the following suggestions elliptical pods that each encase three to five etherpeas.
for ways to make use of herbalism kits. When physically agitated, the pods partially jaunt
towards the ethereal plane. They briefly become ghostly
• A character may use the tools available in the herbalism kit to
translucent, earning the plant the amusing nickname of
harvest plants that are dangerous or poisonous to the touch.
• A character proficient with herbalism kit may passively “ghostbean.”
recognize or pick out certain plants from vegetation. This Harvest. You can use an action to pick a stalk of
proficiency may replace Perception or Investigation. etherpea by making a DC 13 Dexterity (Sleight of Hand)
• A character may commission specialized herbalism kit tools check. On a success, you obtain 2d4 etherpeas from their
to harvest specific plants. This allows the character to add pods. On a failed save, the etherpeas temporarily fade
their proficiency bonus to ability checks made to harvest that
from the material plane and cannot be picked for the next
plant, potentially replacing the check’s listed proficiency.
hour.
Etherpea Paste. Mashed etherpea results in a paste
that confers some of the etherpea’s properties. As an
Dwarfsbeard action, you can smear 1 ounce of etherpea paste over
The small fungus grows in long furry colonies on the your eyes, granting you the ability to see into the ethereal
leafless aguilar ivy, a plant common to cliff sides and plane for 1 minute. Alternatively, you can ingest 3 pounds
rocky mountains. Together, they resemble a typical of etherpea paste, which shunts you into the ethereal
dwarf’s thick bushy beard in varying colorations of brown, plane for 1 minute. You return to your original plane after
olive, and red. Commonfolk often mistake the ivy for the duration.
dwarfsbeard and scrape off the fungus upon harvest, later
wondering why their ointment did not work. Herbalists Etherpea Paste Recipe
usually hire mountaineers to harvest the fungus, but Primary Ingredient: 20 etherpeas
experienced doctors make monthly trips to mountains to Secondary Ingredients: Warpwood shavings (1 oz), 1
personally cultivate and farm dwarfsbeard. rat’s eye, gold shavings worth at least 5 cp
Harvest. You can use an action to pull an aguilar Procedure: Mash at 350 degrees while slowly mixing
ivy from a cliffside, each covered in 1d4+2 ounces of secondary ingredients into paste for 4 hours
dwarfsbeard The cliffside itself typically requires climbing Check: DC 15 Intelligence check using herbalism kit or
equipment or a successful Strength (Athletics) check to Arcana
climb with a DC set by the GM. A DC of 13 or higher Success: 6 ounces of etherpea paste, or 8 ounces if you
would be appropriate. succeed on the check by 5 or more
Dwarfsbeard Ointment. Dwarfsbeard fungus can be
used to craft an ointment that can soothe headaches. Flamesprout
When you apply a dose of this ointment to your head, you The flamesprout plant is known for its flaming hot seed
cancel any disadvantage you have on saving throws made pods, easily identified by flame-like coloring on its petals
to maintain concentration for 10 minutes. and leaves, as well as the dimly glowing flame pods. To
protect itself from dangerous creatures prowling its home
Dwarfsbeard Ointment Recipe forests, the flamesprout uses reactive and emits a deadly
Primary Ingredient: At least 10 ounces of dwarfsbeard aroma that burns lungs upon inhalation.
fungus, fresh Harvest. You can use an action to pick a flamepod
Secondary Ingredients: Dried sponge (1/2 lb), pink from a flamesprout plant by succeeding on a DC 14
quartz (2 oz) Constitution (Survival) or Dexterity (Sleight of Hand)
Procedure: Pulverize and scrape in sunlight until check. Each time you touch a flamepod without
congealed into paste (usually 1 hour) appropriate protective gear, you take 1d6 fire damage.
Check: DC 13 Strength or Wisdom check using
herbalism kit
Success: 1d4 doses of dwarfsbeard ointment, or 4 doses
if you succeed on the check by 5 or more

Botanist's Guide
18
Flamesprout Powder. Seeds from a flamesprout Gnollhart
plant can be crushed into flamesprout powder, used as This coastal herb looks nothing like a gnoll or a gnoll’s
an extreme elven spice and occasional self-defense. As heart, but is curiously named for it anyways. These plants
a bonus action, you can throw a handful of flamesprout commonly grow in shallow caves with partial exposure
powder in a 10-foot cone originating from you. Each to sunlight or seawater, mainly sustained by deposits of
creature in the cone must make a DC 15 Constitution calcium and sulfide. Fisherfolk with reduced access to
saving throw. On a failed save, a creature takes 2d6 fire forest healing herbs dive deep to obtain gnollharts.
damage and is blinded until the end of its next turn. On a
Harvest. You can use an action to slice a gnollhart
successful save, the creature takes half as much damage
plant, each of which sprouts 1d6 leaves.
and is not blinded.
Gnollhart Salve. As part of the action used to stabilize
Flamesprout Powder Recipe a dying creature, you can apply 1 pound of this salve to its
head to gain advantage on the check required.
Primary Ingredient: Flamesprout pod
Secondary Ingredient: Fine sand (3 oz)
Gnollhart Salve Recipe
Procedure: Grind under a careful chill of 30 degrees
Check: DC 15 Dexterity check using herbalism kit or Primary Ingredient: 12 gnollhart leaves, fresh
Nature Secondary Ingredients: Riptide algae (2 oz), powdered
Success: 1 handful of flamesprout powder, or 2 if you fishbone (1 oz)
succeed on the check by 5 or more Procedure: Slowly crush and mix for 3 hours, adding
liquid to ensure it does not dry
Check: DC 13 Wisdom check using herbalism kit or
Frostoak Medicine
This sturdy straight tree is the lifeblood of the maritime Success: 1 pound of gnollhart salve, plus 8 additional
industry. They grow in groves and orchards in wet ounces if you succeed on the check by 5 or more
locations, typically near salted oceans. The wood of
a mature frostoak boasts a natural resistance against
deterioration caused by salt water and cold, an excellent Infused Maple
material for ships, villages, weapons, and shields. A curious metal called maplesong grows only inside
maple trees warped by intense magic, such as those
Harvest. Frostoak gear must be crafted from core
surrounding a mana well. When such trees are subjected
wood taken from a frost oak’s trunk. You can fell a mature
to vibrations from winds or storms, the metal inside
Large frostoak with appropriate tools such as an axe by
magically resonates and harmonizes, transforming the
making a Strength (Nature) check. Consult the Frostoak
forest into a choir. Infused maples are most common in
Felling table to determine how long this takes.
the plane of the Glimmerreach, a place of wild chaotic
change, but occasionally grow in areas close to a Veil.
Frostoak Felling
Harvest. Maplesong gear must be crafted from the
Check Result Duration maplesong metal found inside an infused maple trunk’s
After a full day of work, you make core. You can fell a mature Large maple with appropriate
1 to 4 no meaningful progress. You can tools such as an axe (for the wood) and a pickaxe (for the
repeat this check the following day. metal) by making a Strength (Nature) check. Consult the
5 to 9 16 hours
Maplesong Felling table to determine how long this takes.
If the maplesong is harvested carelessly or dealt thunder
10 to 14 12 hours damage, the metal resonates harmfully, dealing damage
15 to 19 8 hours to each creature within 10 feet of it.

20 or more 4 hours Maplesong Felling


Check Result Duration
Frostoak Gear. Wooden weapons, staves, shields
crafted from frostoak are naturally immune to cold and After a full day of work, you make
1 to 4 no meaningful progress. You can
salt water effects that would reduce their durability or
repeat this check the following day.
hardness. The GM determines how long it takes to craft
this item based on the size of the item and experience of You strike the maplesong the wrong way
the crafter. and take 2d8 thunder damage. You make
5 to 12
no progress and can repeat this check
Frostoak Shavings. Bark shavings from frostoak has
after an hour once the vibrations subside.
excellent insulative properties against extreme weather.
Overcoats or houses stuffed with such shavings protect 13 to 16 16 hours
their wearers and inhabitants from the effects of extreme 17 to 20 12 hours
temperatures for the first 4 hours of exposure.
21 or more 8 hours

Botanist's Guide
19
Maplesong Weapons. Weapons forged from Magmin Ear
maplesong metal resonate with an attuned wielder This dark red rough-textured fungus grows close to the
and its environment. Basic maplesong weapons and magma deposits of the underground, fed by the planet’s
ammunition deal additional 1d6 thunder damage on each geothermal energy from below and the fallen carrion from
hit. At GM’s discretion, the maplesong can be used as a above. They are named for their occasional resemblance
critical ingredient to forge more powerful weapons, such to a magmin’s ears: pointed and crooked. Most grow near
as the dawnsinger presented in the fey-themed Into the volcanoes, lava veins, and even in Edgemantle caverns
Glimmerreach compendium. The difficulty involved in close to the core, but some occasionally spring up in the
forging such weapons vary based on the crafter’s skill, unending darkness of the Umberhollow.
experience, and knowledge of such metals.
Harvest. You can harvest 1 pound of magmin ear over
Maplesong Shields. Round shields forged from the course of 10 minutes. Much of the difficutly around
maplesong metal produce greater effects thanks to obtaining this fungus comes from the environment, which
its ring shape. Some shields are designed to dampen is often bathed in extreme heat or crossed by hazards like
vibrations. While wielding such a shield, whenever you lava.
take 5 or less thunder damage from a single source,
Potion of Lava Immunity. Magmin ear is a major
you instead take no damage. Other shields are designed
component of potions of fire resistance, but refined
to amplify vibrations. While wielding such a shield,
procedures can distill a more potent variant that grants
whenever you take damage from a critical hit, you can use
immunity instead of resistance. When you drink this
your reaction to deal 1d8 thunder damage to a creature
potion, you gain immunity to fire damage for 10 minutes,
within 15 feet of you.
and you are not slowed by lava, magma, and molten metal
when you walk through them.
Kingslock
The kingslock is a curious flower with an overdeveloped Potion of Lava Immunity Recipe
labyrinthian lip and anther cap, shaped by years of co- Primary Ingredient: Magmin ear (1 lb)
evolution with the natter wasp. Only specific species of Secondary Ingredients: 3 fresh leaves from a cinderleaf
the wasp knows the path into each kingslock, a process tree, crushed obsidian (1 oz)
that both feeds the wasp and facilitates pollination of the Procedure: Press under burning heat at 750 degrees
kingslock. They typically grow in secluded cliffside groves Check: DC 15 Constitution check using herbalism kit or
far from civilization, attainable only by the best of rangers. Nature
Harvest. You can attempt to retrieve a kingslock ovulus Success: 1 vial of potion of lava immunity. If you fail by 5
from its keyhole by making a DC 21 Dexterity check or less, you produce a potion of fire resistance instead
using thieves’ tools. On a success, you carefully extract of ruining your ingredients.
the ovulus without damaging the flower. On a failure, the
kingslock reabsorbs the medicinal properties from the
ovulus, rendering the ovulus inert for 2d4+2 months.
Royal Antitoxin. The ovulus of a kingslock
accumulates a nectar-like secretion that has desirable
antitoxic properties stronger than those of typical
antitoxins. When you drink 1 dose of this antitoxin, you
gain advantage on saving throws against poison for one
hour, and if the poison is worth 500 gp or less, the poison
immediately ends for you. Alternatively, the GM may
decide this antitoxin is the cure for a specific poison.

Royal Antitoxin Recipe


Primary Ingredient: Kingslock ovulus
Secondary Ingredients: Railstinger honey (2 oz), 1 fresh
leaf from a cinderleaf tree
Procedure: Press under simmering heat at 150 degrees
Check: DC 15 Wisdom check using herbalism kit or
Nature
Success: 1 dose of royal antitoxin (enough for 1 vial)

Botanist's Guide
20
Manticore’s Tail Needlewrack Balm. The mucilage from needlewrack is
Manticore’s tail is a family of ferns that grow abundantly used as an anti-clotting agent during surgeries or an anti-
in wet forests and meadows with water-retaining soil. stress medication. As an action, you can apply this balm
Each stem sprout up to twenty thin leaves that resemble to a creature’s skin. For the next hour, any clotting effects
the tail spikes of a manticore, a shape unique to the afflicting the creature is suppressed, and the creature
manticore’s tail. They are sometimes confused with has advantage on saving throws made to maintain
horsetails and mare’s tails, which have no medicinal concentration.
properties.
Needlewrack Balm Recipe
Harvest. You can use an action to pick a manticore’s
tail. Each stem sprouts 4d6 thin green leaves. Primary Ingredient: 1 dose of needlewrack mucilage,
fresh
Tail Tonic. Crushed manticore’s tail carry anti-toxic
Secondary Ingredients: Pale fern (1 handful), salt (1
properties. When you ingest 1 ounce of tail tonic, any
pinch), powdered gorgon bone (1 ounce)
secondary effects caused by a poison are temporarily
Procedure: Crush for 10 minutes, swill the extract for 10
suppressed for up to 10 minutes.
minutes, and air dry for 1 hour
Check: DC 13 Wisdom check using herbalism kit
Potion of Lava Immunity Recipe
Success: 1 handful of needlewrack balm, or 2 handfuls if
Primary Ingredient: At least 20 manticore’s tail leaves you succeed on the check by 5 or more
Secondary Ingredients: Pale frog mucus (1 oz),
dehydrated carbon cobra venom (1/4 oz)
Procedure: Mix for 1 minute, then press for 1 hour Roguesknife
Check: DC 13 Wisdom check using herbalism kit or This rare herb grows in warm temperate locations, easily
Medicine recognized by its sharp jagged leaves. Its unusual vein
Success: 1 ounce of tail tonic pattern mirror that of dripping blood and culminates to
a deep crimson coloration at the tip. Merchants once
traveled to distant places to obtain roguesknife, but
Needlewrack modern greenhouses can simulate the required climate
This rare small cactus grows only in the harshest deserts. conditions for the plant. Each one takes years to fully
Their mucilage, the sticky substance that lines the cactus mature and sells for a small fortune on the market.
stem, contains highly concentrated physiological agents
Harvest. You can use an action to slice a roguesknife
that wards predators while allowing small insects to
plant and harvest its leaves by making a DC 13 Strength
pollinate their flowers. This substance can serve both
(Nature) check. On a success, you obtain 2 viable
good and evil purposes in the experienced hands. Certain
roguesknife leaves. On a failure, you only obtain 1 and
desert monasteries train their monks in the art of the
ruin the rest.
needlewrack, from the development of immunity against
its poison to the martial art of healing and harming. Rogueseye Powder. Ground roguesknife leaf creates
rogueseye powder, named functionally for their spying
Harvest. You can attempt to harvest a small sample
purposes. You can use an action to inhale a pinch of this
of the needlewrack’s mucilage over the course of a
powder. Until the end of your turn, you gain blindsight
minute by making a DC 17 Dexterity (Nature) check. On
out to 30 feet as your sensory awareness briefly expands.
a success, you obtain 1 dose of mucilage. On a failure,
Some criminals use specially-designed ejector vials to
you jab yourself with a needle and subject yourself to the
expel the powder quicker. While you have this special vial,
effects of needlewrack poison presented below.
you can use a bonus action instead of an action to inhale
Needlewrack Poison. The mucilage from needlewrack the powder.
can be safely ingested as a delicacy, but inflicts a deadly
disease when it enters the bloodstream. This expensive Rogueseye Powder Recipe
poison is an injury poison (the poison can be applied to
Primary Ingredient: 3 roguesknife leaves
weapons, ammunition, trap components, or objects that
Secondary Ingredients: Calcium (1 oz), surge willow
deal piercing or slashing damage. It remains potent until
bark shavings (2 oz)
delivered through a wound or washed off). A creature
Procedure: Bake at 400 degrees for 3 hours, then
subjected to this poison must succeed on a DC 15
pulverize all ingredients into powder (usually 1 hour)
Constitution saving throw or become poisoned. While
Check: DC 15 Strength check using herbalism kit
poisoned, the creature is inflicted with a disease that
Success: 1 pinch of rogueseye powder
prevents its blood from clotting, prevents it from regaining
hit points, and causes it to lose 1d4 hit points every 10
minutes. If the disease reduces the creature to 0 hit
points, it does not die and instead falls unconscious until
the disease ends.

Botanist's Guide
21
Soldier Apple
Tales of one-soldier rampages that devastate entire
squads trace back to this tree. Known as swordapple
among academic botanists, soldier apples grant short
bursts of strength and vitality. Soldier apple trees grow
an extensive root network, absorbing nutrients from
neighboring plants and clearing the immediate area of
other trees. As a result, soldier apples always appear to
grow in remote locations, attributing a divine reputation
to its presence.
Harvest. You can use an action to pick an apple from a
soldier apple tree. Such apples typically grow at heights
of 20 feet or higher, requiring a ladder or a successful DC
13 Strength (Athletics) check to climb the tree. Up to 1d6
ripe apples can be found on each tree at a time.
Soldier’s Apple. The soldier’s apple grants improved
strength and vitality. As an action, you can eat a soldier’s
apple and gain 10 temporary hit points, as well as a +1
bonus to attack and damage rolls with weapon attacks
you make using Strength. After 1 minute, any bonuses
and remaining temporary hit points disappear.

Spriteswing
Sacred Celestial Horn
The tiny spriteswing grows just about anywhere, but
The rare celestial horn grows in secluded natural areas
flourish in feytouched places like the Glimmerreach.
touched by the divine, typically in a high-altitude wooded
Their four translucent petals resemble a pair of sprite’s
environment. It blooms only once every century beneath
wings and make them hard to spot, requiring 10 minutes
the light of a full moon, secreting a special nectar that
and a successful DC 15 Wisdom (Perception) check to
retains the magical properties of its environment.
locate. Travelers on the road like to pick and chew on
Colloquially known as angel’s tears, the spiritual
spriteswing flowers to keep themselves awake on long
properties of this nectar attracts thousands of religious
journeys.
pilgrimages each year. If the celestial horn is moved and
grown in an environment that does not receive moonlight Harvest. You can use an action to pick a spriteswing
or divine aura, it slowly withers over the course of a year. flower and pluck its petals.
Harvest. As an action, you can drain one ounce of Spriteswing Oil. Processed spriteswing induces minor
nectar from a celestial horn while it is in bloom. Each dream-like properties that prevent sleep. As an action,
celestial horn produces only one ounce of nectar each you can apply a dab of this oil to a creature’s tongue. For
time it blooms. the next minute, magic cannot put the creature to sleep.
The creature also has trouble sleeping for the next 10
Angel’s Tears. When you drink this nectar, you fall
minutes. Overuse of spriteswing oil may cause a creature
unconscious for 10 minutes. You immediately regain hit
to receive horrid nightmares from staying awake for
points equal to half your maximum and end all conditions
extensive periods.
causing you to be charmed, frightened, or poisoned. You
then establishes a spiritual connection with a deity you
Spriteswing Oil Recipe
worship and can freely communicate with the deity until
you reawaken. The deity may not be friendly to you, but Primary Ingredient: At least 5 spriteswing petals, fresh
is generally impressed by the lengths you went to obtain Secondary Ingredients: Rock salt (1 pinch)
this nectar, improving its general attitude. You may make Procedure: Press and squeeze until liquified (usually 1
a small request of the deity (such as questions, boons, or hour)
assistance) and the GM decides how the deity responds. Check: DC 13 Wisdom check using herbalism kit or
Providing answers, a feat, an item, or a cure would be Medicine
appropriate. Success: 1 dose of spriteswing oil containing 1d3 dabs

Botanist's Guide
22
Surge Willow Titangrip Gel. The gel from titangrip leaves is
This crooked tree is grows along the river banks and cliff- hydrophilic and stores absorbed water. Each ounce of
edge ponds in high altitude environments, eager for the ingested titangrip gel provides you with 1 hour of water
wild energy impressed by lightning strikes. Commonfolk up to a maximum of 4 hours, but imposes disadvantage
aware of this natural relationship cultivate surge willows on Wisdom saving throws you make for the duration.
around their mountain villages to draw the ire of a Additionally, each pound of gel ingested also removes
lightning bolt away from their homes. 1 level of exhaustion. You can only remove 1 level of
exhaustion this way once between long rests.
Harvest. Surge willow gear must be crafted from core
wood taken from a surge willow’s trunk. You can fell a Titangrip Resin. Processed titangrip gel amplifies its
mature Large surge willow with appropriate tools (an axe) benefits. As an action, you can ingest 1 ounce of titangrip
by making a Strength (Nature) check. Consult the Surge resin, which provides you with 8 hours’ worth of water.
Willow Felling table to determine how long this takes. For the next hour, you have advantage on Strength
checks, Strength saving throws, and Constitution saving
Surge Willow Felling throws.

Check Result Duration Titangrip Resin Recipe


After 12 hours of work, you make Primary Ingredient: 4 ounces of titangrip gel
1 to 4 no meaningful progress. You can Secondary Ingredients: Ash viper scales (5 pieces),
repeat this check the following day. dragonfly wing, crumbled sandstone (1/4 oz)
5 to 9 12 hours
Procedure: Crush and churn for 2 hours under low heat
(150 degrees), then bake under sunlight for 6 hours
10 to 14 8 hours Check: DC 13 Wisdom check using herbalism kit
15 to 19 6 hours Success: 1 ounce of titangrip resin, or 2 ounces if you
succeed on the check by 5 or more
20 or more 3 hours

Surge Willow Gear. Wooden weapons, staves, shields Warpwood


crafted from surge willows are naturally resistant to The warpwood tree grows in mana wells: places of
the effects of lightning. The GM determines how long it intense magic. Such locations may have been warped
takes to craft this item based on the size of the item and by an aeons-old arcane war or suffused with wild magic
experience of the crafter. Whenever you take 5 or less seeping through from another plane of existence. This
lightning damage from a single source while you wield magic warps existing and new trees alike into intense
an object crafted from surge willow, you take no damage physical forms that mirror the magic, from spirals to
instead as the object absorbs the lightning. arches to wild gnarled claws. When magic is cast near a
warpwood tree, it glows in response.
Surge Willow Totem. Over the course of 4 hours, you
can craft totems from surge willow by succeeding on a Harvest. Using appropriate tools (typically an axe
DC 20 Dexterity check using woodcarver’s tools. If you of some sort), you can obtain a small branch from a
fail this check, the material used in the crafting are lost. warpwood tree over the course of a minute, or a large
While wearing a surge willow totem, the totem attracts branch over the course of 10 minutes.
lightning towards you. Whenever an attack roll that deals Warpwood Branch. An unworked warpwood branch
lightning damage targets a creature within 5 feet of you, glows with dim blue light when in the presence of any
the attack targets you instead, provided you are within magic within 60 feet of it. This branch does not provide
reach or range of the attacker. any precise information about the location or type of
magic. Such a branch loses this magical property after 30
days.
Titangrip Warpwood Totem. Over the course of 8 hours,
The titangrip is a type of hardy succulent with tree-like
you can craft a totem from a large warpwood branch
branching structures, often mistakenly called a titangrip
by succeeding on a DC 20 Intelligence check using
tree. It is named for its finger-like branches, which
woodcarver’s tools. If you fail this check, the material used
appears as if a titan were reaching out of the earth.
in the crafting are lost. Over the course of 10 minutes, you
They grow primarily in dry and open environments like
can affix a warpwood totem to an item that uses charges
grasslands and deserts, and provide experienced travelers
and regains expended charges daily (such as daily at
with an alternative source of water in times of need.
dawn or dusk). When the item would regain a charge
Flowers from the titangrip grow in panacles during cool
at its designated time, the item regains one additional
seasons, but are toxic to most humanoids.
expended charge.
Harvest. You can use an action to cut down the leaf of a
titangrip with a bladed weapon or tool. A sticky gel found
inside its leaves can be scraped out using tools found in
alchemist’s supplies.

Botanist's Guide
23
Divine Favors
Original Release: August 2022
This section presents items that a character may find The golden gods can serve as inspiration for existing gods,
during a celestial adventure. Many of these items are translating, modifying, or incorporating certain Aureliate
intricately linked to a golden pantheon of ten deities aspects. For example, a god of the heavens shares many
called the Aureliate, but are designed such that they similarities with Halean and may favor radiant damage,
can apply to any god. If using the Aureliate, the original grant Halena’s boons, or equip a champion with the
compendium presents a rich set of backgrounds, quests, brilliant Aubade Core flail. The gods also follow a few
boons, relationships, and personality traits for the ten simple design rules that can be easily exchanged for
deities, as well as their champions and enemies. others gods. The table below lists some of their traits.

Aureliate Deities
Deity Domain Alignment Favored Material Favored Damage Recognized Symbol
Arathin Knowledge and Death N Quartz Force Broken Feather
Brodduix Earth and Decay LE Rusted Clay Necrotic Circular Sprig of Thyme
Eurys Shadow and Trickery NE Opal Poison Three Masks
Halean Sun and Life NG Orange Topaz Radiant Sun-Topped Pyramid
Ondrea Valor and Justice LN Adamantine Thunder Hammer Oriented Up or Down
Palarok Fire and Creation N Black Iron Fire Ash-Laden Iron Urn
Perlunas Moon and Tranquility CG Silver Psychic Closed Eye
Qhyrra Ruin and Suffering CE Blood Ruby Acid Bloody Stiletto Dagger
Vordin Storms and Destiny CN Mithril Lightning Pair of Blackened Shackles
Yllyana Love and Preservation LG Diamond Cold Hexagonal Shield

Divine Favors
24
Ruin

Agony

Aurelic Artifacts
The following artifacts are directly related to gods of the
Aureliate, each a physical fragment of the god. Each
artifact unlocks new features based on a character’s
dedication to a god, measured in worship ranks: Envoy,
Herald, Champion, and the plot-related Ascendant.
These ranks are granted at GM’s discretion. The
Aureliate sections provides more details and
suggestions for increasing these ranks.

Agony & Ruin


Weapon Set (dart), artifact (requires attunement) Herald. The darts grant the following additional
These two darts are bone fragments of Qhyrra the benefits while you are Qhyrra’s herald:
Painweaver, granted to a worthy champion of the God
of Pain and Misery. They represent the instruments ●● The darts’ bonus to attack and damage rolls increases
used to weave the Tapestry of Pain that binds all living to +2.
things. When Qhyrra grants these darts to a mortal ●● The saving throw DC to resist Agony and Ruin
champion, it is more of a test for the champion rather increases to 15.
than a tool for any ultimate goal. ●● You have resistance to acid damage while one of these
darts is in your flesh.
To attune to these darts, you must spend the duration
of the attunement period in intense pain with them Champion. The darts grant the following additional
piercing your flesh. You must make a DC 15 Constitution benefits while you are Qhyrra’s champion:
saving throw try attuning to these darts. On a success,
you attune to the darts and your maximum hit points ●● The darts’ bonus to attack and damage rolls increases
decrease by 15 until the attunement ends; any physical to +3.
damage you take while attuned permanently scars your ●● The saving throw DC for lodging Agony and Ruin into
body as a badge of honor. On a failure, do not attune to a target increases to 17. Additionally, a creature must
the darts and you become paralyzed for 1d4 hours. now succeed on a DC 17 Strength check to pull out a
Envoy. The darts grant the following benefits while you lodged dart.
are Qhyrra’s envoy: ●● While at least one of these darts is in your flesh, you
can cast disintegrate from it (save DC 17), dealing acid
●● The darts grant a +1 bonus to attack and damage rolls
instead of force damage. Affected targets are reduced
made with them, and deal an extra 1d6 acid damage to
to sludge instead of gray dust. This property can’t be
targets they hit. You can pull a dart from your flesh as
used again until the next dusk.
part of an attack made with it.
●● You can use a bonus action to teleport one or both darts Destroying the Darts. To destroy Agony and Ruin, they
back to your flesh from any location as long as they are must be washed for seven days with the cleansing flames
on the same plane of existence you are on. of a phoenix’s tears. The darts slowly shrivel away over
●● The two darts are named Agony and Ruin, each these 7 days to reveal its marrow core: thin rods of blood
dripping with a different ichor. Immediately after you hit rubies. Two disintegrate spells must be simultaneously
a target with one of these darts, you can force the target cast on these rubies within 24 hours to reduce them to
to make a DC 13 Constitution saving throw (no action golden dust — otherwise the darts vanish and reappear
required). On a failure, the dart lodges in the target for on the Tapestry of Pain fully regrown.
1 minute or until a creature uses an action to pull it out. Ascendant Aurelic. While wielded by Qhyrra or an
While the dart remains lodged, the target suffers from ascended mortal imbued with the god’s cosmic power, the
a debilitating effect: if you hit the target with Agony, darts reveal a fragment of their full potential. The darts’
its speed is halved and it has disadvantage on attack short and long range are multiplied by 10, and a creature
rolls; if you hit the target with Ruin, your attacks and hit by one of these darts must also succeed on a DC 20
spells deal an extra 1d6 acid damage to the target. This Constitution saving throw or become paralyzed. The
property of the darts can’t be used again until the next creature can repeat the save whenever it takes damage,
dusk, unless you lose 3d6 hit points to use it again. ending the paralysis on a success.

Divine Favors
25
Aubade Core
Weapon (flail),
artifact (requires attunement)
This flail is a fragment of Halean the
Dawnbearer, bestowed upon a worthy
champion chosen by the God of Sun and
Life. The spiked head illuminates a simple
path for Halean and his followers: repel the
dark, attend the wounded, and cultivate the
weak. The weapon judges not its wielder’s
true intentions as long as these tenets are
followed.
To attune to this flail, you must spend the
duration of the attunement period basking in
direct sunlight without interruption. If you are
not a follower of Halean or his principles, you
must make a DC 15 Constitution saving throw
to attune to the flail. On a failed save, you take 4d8 Aubade Core
radiant damage.

Envoy. The flail grants the following benefits while you


are Halean’s envoy:
●● The flail grants a +1 bonus to attack and damage rolls
made with it, and deals an extra 1d6 radiant damage
to targets it hits. Creatures in an area of bright sunlight
instead take an extra 2d6 radiant damage.
●● The flail sheds bright light out to 20 feet and dim light ●● You can use a bonus action to change the flail’s light
for an additional 20 feet. You can use a bonus action to into sunlight for 1 minute. When you use this bonus
suppress this property for 1 minute. action, each creature of your choice in the sunlight
regains 4d6 + 4 hit points and stands up if prone. If the
Herald. The flail grants the following additional
creature is poisoned or paralyzed, those conditions end
benefits while you are Halean’s herald:
for it. You can’t use this property again until the next
●● The flail’s bonus to attack and damage rolls increase noon.
to +2. ●● While holding the flail, you can cast plant growth from
●● While holding the flail, you have resistance to radiant it, choosing only the enrichment option. You can’t use
damage. this property again until the next noon.
●● When you hit a target with this flail, you can cause it
Destroying the Flail. To destroy Aubade Core, each
to explode into radiant shards. Each creature of your
piece of it must be sanded down by oathean sand, a
choice within 10 feet of the target must make a DC 15
material warped by the intense arcana of the lost city
Dexterity saving throw, taking 4d6 radiant damage on
of Oathea. After a month of continual grinding, the flail
a failed save or half as much on a successful one. You
finally succumbs and disintegrates into golden dust.
can’t use this property again until the next noon.
Ascendant Aurelic. While wielded by Halean or an
Champion. The flail grants the following additional ascended mortal imbued with the god’s cosmic power, the
benefits while you are Halean’s champion: flail reveals a fragment of its full potential. Its wielder can
use a bonus action to cast the sunburst spell from the flail
●● The flail’s bonus to attack and damage rolls increase at will (save DC 20). The wielder also sheds bright light
to +3. out to 60 feet and dim light for an additional 60 feet. A
●● The saving throw DC for the flail’s radiant shards creature that starts its turn within the bright light must
increases to 17 and creatures that fail the save are also succeed on a DC 20 Constitution saving throw or be
blinded until the end of their next turn. blinded until the end of its turn.

Divine Favors
26
Crown Judgment

Crown Judgment
Weapon (warhammer), artifact (requires attunement)
This warhammer is a fragment of Ondrea the Unyielding
Judge, bestowed upon a worthy champion of the God of
Valor and Justice. Champions who wield this hammer are
charged with dutifully dispensing justice upon the world,
though the type of justice is not specified. They push
heroically into the unknown, facing their fears head-on.
To attune to this warhammer, you must spend the
duration of the attunement period facing one of your fears
with weapon in hand. If you are not a follower of Ondrea
or her principles, you must succeed on a DC 15 Wisdom
saving throw to attune to the warhammer. If you fail, you
take 4d8 thunder damage and is thrown up to 50 feet
away from the weapon.
Semi-Sentience. This warhammer is imbued with
a portion of Ondrea’s logic. Crown Judgment is a semi-
sentient lawful neutral weapon with a Wisdom of 15 and
a Charisma of 11. It cannot see or communicate, but
can sense the intentions and actions of its wielder. If
the wielder refuses to pass judgment or retribution, the
warhammer subtly casts suggestion (save DC 18) on the
wielder to convince it otherwise.
Envoy. The warhammer grants the following benefits
while you are Ondrea’s envoy:

●● The warhammer grants you a +1 bonus to attack and


damage rolls made with it, and deals an extra 1d6
thunder damage to targets it hits.
●● While you hold the warhammer, you are immune to the
●● You can use a bonus action to lift the warhammer
frightened condition and have advantage on Wisdom
skyward and imbue your allies with bravery. Choose
(Insight) checks.
any number of creatures within 30 feet of you. For
Herald. The warhammer grants the following the next minute, a chosen creature gains 5 temporary
additional benefits while you are Ondrea’s herald: hit points at the start of each of its turns and has
advantage on saving throws made to resist being
●● The warhammer’s bonus to attack and damage rolls frightened. This property can’t be used again until the
increases to +2. next dawn.
●● While you hold this warhammer, you have resistance to
thunder damage. Destroying the Warhammer. To destroy Crown
Judgment, a senior governor of the Clockwork Citadel
●● While you hold this warhammer, you can cast the aid
must attune to the weapon and continuously debate its
spell at 3rd-level. This property can’t be used again until
merits as a tool of judgment for 3 months. Unable to
the next dawn.
reach a satisfactory conclusion, the warhammer then
Champion. The warhammer grants the following disintegrates into golden dust.
additional benefits while you are Ondrea’s champion: Ascendant Aurelic. While wielded by Ondrea or an
ascended mortal imbued with the god’s cosmic power, the
●● The warhammer’s bonus to attack and damage rolls warhammer reveals a fragment of its full potential. Its
increases to +3. wielder can use a bonus action to cast power word stun
●● When you score a critical hit against a target, you can from the warhammer at will (save DC 20), and whenever
choose to knock it prone. the wielder hits a creature, they can choose to push it up
●● While you hold this warhammer, you can cast the to 60 feet away and subject them to the effects of a zone
thaumaturgy cantrip. of truth spell (save DC 20).

Divine Favors
27
Eulogy
Weapon (dagger), artifact (requires attunement)
This stylus-like dagger is a fragment of Arathin the Sleeper Eulogy
in Veils, wielded by a worthy champion of the God of
Knowledge and Death. Unlike its brethren, it is not granted
by the sleeping god but passed between champions,
newly chosen when they perish. The weapon’s thirst is
indiscriminate, driven to collect any available knowledge
for the day its god reawakens from his eternal slumber. In
the hands of unguided champions, it has taken countless
lives in its quest — for better or for worse.
To attune to this dagger, you must use it to write a down
your deepest secret over the course of the attunement
period, dipped with at least 10 drops of your blood for ink.
If you are not a worshiper of Arathin, you must succeed
on a DC 15 Intelligence (History) check to attune to the
dagger. If you fail, you take 3d6 force damage and your
secret is telepathically broadcast to every creature in a
1-mile radius.
Semi-Sentience. This dagger binds a portion of
Arathin’s mind within it. Eulogy is a semi-sentient lawful
neutral weapon with a Wisdom of 13 and a Charisma of Champion. While you are a champion of Arathin, the
15. It cannot see or communicate, but can empathically dagger grants the following additional benefits:
sense the intentions, actions, and writings of its wielder.
If the wielder willingly passes or ignores a major secret, ●● The dagger’s bonus to attack and damage rolls
the dagger subtly casts suggestion (save DC 18) on the increases to +3.
wielder to convince it to unearth that knowledge. It may ●● You can cast a special version of speak with dead from
also nudge toward alternative goals outlined by Arathin the dagger at will, targeting only corpses that have died
prior to his slumber. within the past minute. These corpses answers only
Envoy. While you are an envoy of Arathin, the dagger one question instead of the normal five. When you ask
grants the following benefits: this question, you can compel the corpse to answer,
forcing it to make a DC 17 Wisdom saving throw using
●● The dagger grants a +1 bonus to attack and damage its ability modifiers from when it was alive. On a failed
rolls made with it, and deals an extra 1d6 force damage save, the corpse must offer a truthful answer (though
to targets it hits. the answer can still be brief or cryptic).
●● You can use a bonus action to teleport the dagger back ●● The saving throw DC for the dagger’s spells increases
to your hand from anywhere provided it is on the same to 17. Immediately before you cast a spell from the
plane of existence that you are on. dagger, you can use a bonus action to dip the dagger
●● You can no longer fall asleep, though you still require into a creature’s blood as ink for the sigils, expending at
rest to reduce exhaustion or benefit from a short or least 10 drops of its blood. If the cast spell forces that
long rest. creature to make a save, it has disadvantage on it.

Herald. While you are a herald of Arathin, the dagger Destroying the Dagger. To destroy Eulogy, it must be
grants the following additional benefits: slashed, clawed, or defaced once each by 101 undead
in the soul-laden city of Iridell, each more powerful than
●● The weapon’s bonus to attack and damage rolls the last. After this, the dagger must be used to write a
increases to +2. fundamental lie about Arathin on a piece of parchment,
●● While holding the dagger, you have resistance to force after which it crumbles into golden dust from the effort.
damage. Ascendant Aurelic. While wielded by Arathin or an
●● While holding the dagger, you can cast the following ascended mortal imbued with the god’s cosmic power, the
spells from it by drawing divine sigils in the air (save dagger reveals a fragment of its full potential. Its wielder
DC 15): detect thoughts, enhance ability (choosing gains truesight out to 300 feet and cannot be harmed by
Intelligence only), or vampiric touch. Once you use the undead. Additionally, the wielder can use a bonus action
dagger to cast a spell, that spell can’t be cast from it to cast finger of death or etherealness from the dagger at
until the next dusk. will (save DC 20).

Divine Favors
28
Hexaegis
Shield, artifact (requires attunement)
This shield is a fragment of Yllyana the Frostborn Maiden,
granted to a worthy champion of the God of Love and
Preservation. It is always cold to the touch, though the
chosen few remain warm through their devotion. The
God presents this shield to those who would protect
others from harm, especially from the machinations
of other gods.
To attune to this shield, you must spend the
duration of the attunement period standing at
least knee-deep in a natural body of ice water
with the shield at your side. The shield gains a
thin layer of frost at the end of this period.
Envoy. The shield grants the following
benefits while you are Yllyana’s envoy:

●● While holding this shield, you have a


+1 bonus to AC, which is in addition
to the shield’s normal AC bonus.
Hexaegis
●● When you finish a long rest, the shield
grants you 25 temporary hit points that
you can divide however you choose among
you and any allies that spent their long rest
with you.

Herald. The shield grants the following additional ●● At the end of each of your turns, if you have moved 5
benefits while you are Yllyana’s herald: feet or less since the start of the turn while you wield
this shield, you can grant half cover to one ally of your
●● The shield’s bonus to AC increases to +2. choice within 5 feet of you. You share this cover until
●● The shield grants 35 temporary hit points instead of the start of your next turn, until you move, or until the
25 when you finish a long rest. A creature with these ally moves more than 5 feet away from you.
temporary hit points now gains an icy appearance, has
advantage on Constitution saving throws, and cannot Destroying the Shield. To destroy Hexaegis, it must be
be magically aged. brought to the burning magma vents of the Edgemantle
miles beneath the planet’s surface. The shield must lay in
●● While you wield this shield, you have resistance to cold
the magma for one month, after which it finally succumbs
damage and are immune to the negative effects of cold
to the heat and melts into golden dust.
weather.
Ascendant Aurelic. While wielded by Yllyana or an
Champion. The shield grants the following additional ascended mortal imbued with the god’s cosmic power, the
benefits while you are Yllyana’s champion: shield reveals a fragment of its full potential. The wielder
gains 50 temporary hit points at the start of each of its
●● The shield’s bonus to AC increases to +3. turns. Additionally, its wielder is always surrounded by
●● The shield grants 50 temporary hit points instead of 35 an aura of ice that slows every creature within a 60-foot
when you finish a long rest. radius, subjecting them to the effects of a slow spell. The
●● While this shield is on your person, any structure you wielder and any creatures they designate are exempt from
are in is immune to damage. this property.

Divine Favors
29
Pale Respite

Pale Respite
Wondrous item, artifact (requires attunement)
This helmet is a fragment of Perlunas the
Nightwarden, granted to a worthy champion of the
God of Moon and Tranquility. Often, a champion is
chosen among those who need peace and quiet, a
humble guardian dedicated to tranquility beneath the
moon. As such, Perlunas discriminates against no
mortal, even worshipers of an opposing god.
This helmet can be used as a spellcasting focus. To
attune to this helmet, you must spend the duration
of the attunement period wearing the helmet in direct
moonlight.
Envoy. The helmet grants the following benefits while Champion. The helmet grants the following additional
you are Perlunas’s envoy: benefits while you are Perlunas’s champion:

●● The helmet sheds dim light in a 20-foot radius. You can ●● The helmet has 9 charges instead of 7.
use a bonus action to suppress this light for 1 minute. ●● The saving throw DC and spell attack bonus for
●● The helmet has 5 charges and regains expended spells cast from this helmet increases to 17 and +9,
charges daily at dusk. While you wear this helmet, respectively. You can also expend 3 charges to cast
you can expend the required charges to cast one of moonbeam at 4th-level from the helmet. A creature in
the following spells from it (save DC 13, +5 to hit for this spell’s area also cannot benefit from invisibility.
spell attacks): calm emotions (2 charges), guiding bolt ●● You always have the benefits of a protection from evil
(1 charge), protection from evil and good (1 charge), and good spell. If a creature that this spell protects
sanctuary (1 charge). against misses you with an attack roll, you can use your
●● While wearing the helmet, you have advantage on reaction to expend 3 charges and cast banishment on it
saving throws to avoid or end the frightened condition (save DC 17).
on yourself.
Destroying the Helmet. To destroy Pale Respite, it
Herald. The helmet grants the following additional must be brought to Herzinan’s Palace in the Cinderdeep
benefits while you are Perlunas’s herald: and submerged in the soul-laden blood from the Fountain
of Corpses for 1 month. The blood bends the helmet to its
●● The helmet has 7 charges instead of 5. will, after which it can be crushed into golden dust with a
●● The saving throw DC and spell attack bonus for maul crafted from darkstone.
spells cast from this helmet increases to 15 and +7, Ascendant Aurelic. While worn by Perlunas or an
respectively. You can cast the following new spells from ascended mortal imbued with the god’s cosmic power, the
it, expending the required charges: detect thoughts (2 helmet reveals a fragment of its full potential. Its wearer
charges), mass healing word (3 charges), remove curse always has the benefits of a mind blank spell and can
(3 charges). use a bonus action to cast holy aura from the helmet at
●● While wearing the helmet, you have resistance to will without requiring material components (save DC 20).
psychic damage. This spell does not require concentration to maintain.

Divine Favors
30
Shattered Horizons
Weapon (spear), artifact (requires attunement)
This spear is a fragment of Vordin the Shackled Seer,
granted to a worthy champion of the God of Storms and
Destiny. The spear crackles with blue-white lightning,
capable of piercing the confines of fate to forge new
destinies. Vordin bestows such a spear in times of great
need: to those who yearn for freedom or to those who Shattered Horizons
display an unbreakable will — and perhaps one day free
the god from his prison.
To attune to this spear, you must spend the duration of
the attunement period at the highest location within a Champion. The spear grants the following additional
10-mile radius pointing the spear to the sky, after which benefits while you are Vordin’s champion:
storm clouds appear and roil above you. At the end of the
duration, lightning strikes the spear, forcing you to make ●● The spear’s bonus to attack and damage rolls increases
a DC 15 Constitution saving throw. On a success, you to +3.
attune to the spear. On a failure, you do not attune and ●● As an action, you can throw this spear and transform
take 6d6 lightning damage. it into a long bolt of lightning that hits a point you can
Envoy. The spear grants the following benefits while see within 300 feet of you. Each creature within 5 feet
you are Vordin’s envoy: of that line must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes 4d6 lightning damage
●● The spear grants a +1 bonus to attack and damage rolls and if it is Medium or smaller, is pushed 10 feet away
made with it, and deals an extra 1d6 lightning damage from the line. On a success, a creature takes half as
to targets it hits. Immediately after you throw or make much damage and is not pushed. Medium or smaller
a ranged attack with this spear, you can cause it to objects also take this damage and is pushed 10 feet
teleport back to your hand. from the line. This property can’t be used again until
●● When you fail an attack roll with this spear or an ability the next dawn.
check while holding it, you can re-roll the die and must
Destroying the Spear. To destroy Shattered Horizons,
use the new result. This property can’t be used again
it must be brought to the Timeless Infinity, a demiplane
until the next dawn.
outside of time where futures and pasts can be viewed.
Herald. The spear grants the following additional When submerged into the Finite Continuum, the spear
benefits while you are Vordin’s herald: splits into three spectral forms, each of which must be
fed to a possibility leech, a temporal malefice, and a
●● The spear’s bonus to attack and damage rolls increases chronal paradict. With all its destiny absorbed, the spear
to +2. crumbles into golden dust.
●● Immediately before teleporting the spear back to your Ascendant Aurelic. While wielded by Vordin or an
hand, you can use a bonus action to teleport to an ascended mortal imbued with the god’s cosmic power, the
unoccupied space closest to the target of your throw or spear reveals a fragment of its full potential. The spear’s
attack. This property can’t be used again until the next short and long ranges are multiplied by 100, and a storm
dawn. perpetually brews overhead. Its wielder can use a bonus
●● While you hold this spear, you have resistance to action to cast control weather or foresight from the spear
lightning damage. at will.

Divine Favors
31
Traitor’s Tongue
Weapon (rapier), artifact (requires attunement)
This rapier is a literal fragment of Eurys the Silent Faces,
stolen by a worthy champion of the God of Shadow and
Trickery. Champions who wield this weapon do so on the
tides of chaos with no guidance from the deity, gloriously
sowing chaos across the Material Plane.
If you did not trick, steal, or otherwise deceptively obtain
this rapier, you must succeed on a DC 15 Charisma
saving throw to attune to it. If you fail, you become
poisoned for 1d4 hours. While poisoned this way, you are
compelled to give away all your belongings, including this
blade.
Semi-Sentience. This rapier is forged from a portion of
Eurys’s tongue. Traitor’s Tongue is a semi-sentient chaotic
evil weapon with a Wisdom of 13, and a Charisma of
15. It cannot see or communicate, but can empathically
sense the intentions and actions of its wielder. Once
per day, if its wielder pulls a deadly or incredible trick,
the rapier replenishes 2 expended charges (at GM’s
discretion). Traitor’s Tongue
Envoy. The rapier grants the following benefits while
you are Eurys’s envoy:

●● This rapier grants a +1 bonus to attack and damage


rolls made with it.
●● The rapier has 5 charges and regains expended Champion. The rapier grants the following additional
charges at midnight. When you hit a surprised benefits while you are Eurys’s champion:
target with this rapier, you can expend charges
to deal poison damage to it. You can expend up ●● The rapier’s bonus to attack and damage rolls increases
to a number of charges equal to your proficiency to +3.
bonus, dealing 2d8 poison damage for each ●● The rapier has 9 charges instead of 7.
charge expended. ●● While holding this rapier, you can see normally in
●● A creature other than you that tries to wield this darkness within the range of your darkvision, both
rapier must succeed on a DC 15 Charisma saving mundane or magical.
throw or take 2d8 poison damage. If a creature that ●● While holding this rapier, you can use a bonus action to
takes this damage is unaware of this property, the teleport from an area of dim light or darkness up to 60
rapier regains 1 expended charge. feet to another similar area. You can’t use this property
●● You gain darkvision out to 60 feet. If you already have again until the next midnight.
darkvision, its range increases by 60 feet instead.
Destroying the Rapier. To destroy Traitor’s Tongue, it
Herald. The rapier grants the following additional must be brought to the archdemon Omendacios, the Lord
benefits while you are Eurys’s herald: of Lies, and used to replace his tongue. If the archdemon
speaks an honest truth with this tongue, the rapier
●● The rapier’s bonus to attack and damage rolls increases disintegrates into golden dust.
to +2.
Ascendant Aurelic. While wielded by Eurys or an
●● The rapier has 7 charges instead of 5. ascended mortal imbued with the god’s cosmic power,
●● While holding the rapier, you have resistance to poison the rapier reveals a fragment of its full potential. While
damage and advantage on saving throws made to avoid holding the rapier, its wielder can become invisible or
or end the poisoned condition. visible at will any time it chooses (even on other creatures’
●● While holding the rapier, you have advantage on turns, no action required), and every hit it makes against
Dexterity (Stealth) and Charisma (Deception) checks, a surprised creature is automatically a critical hit. A target
which you can roll in place of Dexterity for initiative that suffers this damage is poisoned until healed by a
checks. greater restoration spell cast at 9th-level or higher.

Divine Favors
32
Witherstep
Wondrous item, artifact (requires attunement) Witherstep
These boots are a fragment of Brodduix the Dustcaller,
worn by a worthy champion of the God of Earth and
Decay. The boots hold no ill will or intent towards
the living; it exists only as a necessary part of the
cycle’s eternal push and pull. Champions bestowed
with these boots seek to return all things to their
original natural state — scattered among stones
as part of the earth.
To attune to these boots, you must wear them
and spend the duration of the attunement
period partially buried in natural earth or
darkness. If you are not a follower of Brodduix,
you must succeed on a DC 15 Wisdom (Nature)
check to attune to the boots. On a failure, you take
4d8 necrotic damage.
Envoy. While you are an envoy of Brodduix, the
boots grant the following benefits:

●● You become proficient with the Nature skill.


●● While you wear these boots, you can use an action to
gain tremorsense out to 30 feet until the end of your
●● Whenever you walk with these boots on, you can
turn. You leave behind a noticeable trail of decay with
choose to spend 10 additional feet of movement for
each step.
every 5 feet moved to infuse your steps with divine
●● While you wear these boots, you can cast bane or ray sigils. The sigils form a trail of decay that fade after 1
of sickness from them (save DC 13). Once you use the minute. When you form a closed circle with this trail
boots to cast a spell, that spell can’t be cast from it until before it fades, you can immediately use a bonus action
the next dusk. to activate the sigils and fill the area with decay. This
decay lasts for 1 minute or until you take this bonus
Herald. While you are a herald of Brodduix, the boots
action again. For the duration, a creature that starts
grant the following additional benefits:
its turn in the area must make a DC 17 Constitution
●● The saving throw DC for the boot’s DC spells increases saving throw, taking 4d8 necrotic damage on a failed
to 15. While you wear these boots, you can also cast save or half as much on a success. Additionally,
blight from it. As normal, once you use the boots to nonmagical plants in the area instantly die; nonmagical
cast a spell, that spell can’t be cast from it until the next materials decay or rust as if a week has passed for it.
dusk.
Destroying the Boots. To destroy Witherstep, they
●● You have resistance to necrotic damage. Whenever
must be brought to an archelesh, a colossal plant titan,
you take necrotic damage, you can use your reaction
and absorbed into its body. The boots periodically casts
to disperse it to all creatures and nonmagical plants
blight on the archelesh to escape this predicament. If the
within 5 feet of you, forcing them to them to take
archelesh captures the boots for a continuous 24 hours,
necrotic damage equal to the damage you took unless
the boots finally crumble into golden dust.
they succeed on a DC 15 Constitution saving throw.
Ascendant Aurelic. While worn by Brodduix or an
Champion. While you are a champion of Brodduix, the ascended mortal imbued with the god’s cosmic power, the
boots grant the following additional benefits: boots reveal a fragment their full potential. Every object
and living creature within 60 feet of the wearer takes 4d8
●● The saving throw DC for the boot’s DC spells and necrotic damage at the start of the wearer’s turns, and the
necrotic dispersal increases to 17. wearer can use a bonus action to cast the move earth or
●● The range of your tremorsense increases to 60 feet. earthquake spells at will (save DC 20).

Divine Favors
33
Worldshapers
Wondrous item, artifact (requires attunement)
This pair of gloves are fragments of Palarok the
Allsmith, bestowed upon a worthy champion
of the God of Fire and Creation. They are a
piece of the hands that molded the world in its
current image and still retain a sliver of that
transmutative power. Champions who wear
these gloves are empowered to do as they
please, to create incredible artistic works or
destroy them.
To attune to these gloves, you must spend
the duration of the attunement period
wearing them and using them to sculpt a
religious figurine from clay. If you are not a
follower of Palarok, you must succeed on a DC Worldshapers
15 Dexterity check to attune to the gloves. If you
fail, you also take 3d8 fire damage.
Envoy. The gloves grant the following benefits
while you are Paralok’s envoy:

●● You can make unarmed strikes with these gloves. They


grant a +1 bonus to attack and damage rolls made with
them and deal an extra 1d6 fire damage to targets they ●● You can Reshape twice as much nonmagical material.
hit. Alternatively, you can expend a use of this property to
●● The gloves themselves are immune to fire damage, suppress one property of a magical item you touch with
allowing your gloved hands to safely touch things that these gloves for 10 minutes.
would otherwise burn upon contact. ●● When you take the Attack action on your turn, you can
●● The gloves are blessed with the power to physically replace one of your attacks with a destructive strike to
Reshape nonmagical material. Over the course of a a creature’s nonmagical armor, nonmagical shield, or
minute, you can use the gloves to manipulate up to 3 natural armor. If you target an armor piece or shield,
cubic feet of organic material like wood or leather, 5 the object immediately loses any bonuses to its AC until
cubic feet of stone, or 1 cubic feet of metal into any it is repaired. If you target a creature’s natural armor,
shape as if they were soft clay. This property of the you can reduce its AC to 10 + its Dexterity modifier for
gloves can’t be used again until the next dawn. 10 minutes unless it succeeds on a DC 17 Dexterity
saving throw. This property of the gloves can’t be used
Herald. The gloves grant the following additional again until the next dawn.
benefits while you are Palarok’s herald:
Destroying the Gloves. To destroy Worldshapers, they
●● The gloves’ bonus to attack and damage rolls increases must be flash chilled through the combined efforts of
to +2. the ancient Winter Drake, the archfey Frostmother, and
●● While you wear these gloves, you can use an action to the primordial Maelstrad. The gloves cool down to a
cast burning hands, fabricate, or mending from them hardened material and must be crushed by the most recent
(save DC 15). Once you use the gloves to cast a spell, champion of the Winter’s Crown with summoned ice.
the spell can’t be cast again from it until the next dawn. Ascendant Aurelic. While worn by Palarok or an
●● You have resistance to fire damage while you wear ascended mortal imbued with the god’s cosmic power,
these gloves. the gloves reveal a fragment of their full potential. Their
wearer can permanently shape any nonmagical nonliving
Champion. The gloves grant the following additional material with their hands as if it were clay. Additionally,
benefits while you are Palarok’s champion: the wearer can use a bonus action to cast at will a
●● The gloves’ bonus to attack and damage rolls increases version of arcane hand at 9th-level that creates a 50-foot
to +3. long Gargantuan hand. This mirrors the movements of
●● The saving throw DC for the gloves’ spells increase the wearer’s hands and can also shape any nonmagical
to 17. nonliving material.

Divine Favors
34
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.

Ambrosia of Champions
Potion, rare
This heavenly tonic is usually granted directly by a deity
to a follower, though some devoted sages can brew them
through a specific set of circumstances. The red-orange
liquid fizzles like fermented ale, bubbles swirling within.
When you drink this potion, you gain the following
benefits for 1 hour:
Ambrosia of Champions
●● Once on each of your turns, when you deal damage to
a target with an attack roll, the target takes an extra
1d6 radiant damage. The GM may replace this damage
type with another appropriate to the deity this potion is
dedicated to.
●● If you would be reduced to 0 hit points or die, you
can choose to drop to 1 hit point instead (no action Aureliate Nectar
required). If you do, the effects of this potion then
immediately end.

Aureliate Nectar
Potion, very rare
This ambrosia is usually granted directly by gods of the Belt of Celestial Prestige
Aureliate Pantheon, appearing when a hero needs it Wondrous item, very rare (requires attunement)
most. Sometimes, a hero seeks this hidden nectar, an
ordeal that proves their worth. The god’s favored material This belt empowers those who wear it with blessed
floats gently within the thick golden liquid. celestial attributes. Such a belt is often granted by a
deity to a newly chosen champion, though ambitious
When you drink this potion, you gain the following archmages could theoretically craft one on their own.
benefits: Each one is cut from the hide of a divine ox and stitched
●● If you have fewer than half your hit points remaining, together with the hairs of a celestial entity. Gemstones
you set your current hit points to half your maximum. embedded along its length glow to indicate its remaining
charges, ringed by gold smelted from riches taken from a
●● You end any effects causing you to be charmed,
deity’s coffers.
frightened, or poisoned.
●● If you are an envoy or herald of an Aureliate god, you To attune to this belt, you must wear it for the duration. At
become a herald or champion, respectively. the end of the duration period, you attune to the belt and
must make a DC 17 Charisma saving throw. On a failed
save, you attract the attention of a celestial creature that
Band of Devotion instantly learns where you are (at GM’s discretion).
Wondrous item, uncommon Celestial Transformation. While you are attuned to
The power inside this ring is fueled by devotion to a this belt and wearing it, you have a flying speed of 40 feet
deity and does not function otherwise. While you wear and your choice of Strength, Wisdom, or Charisma score
this ring, when a creature whose alignment does not increases by 2. You make this choice each time you attune
match your deity’s alignment attempts to attack you, you to this belt.
can use your reaction to cast sanctuary from this ring Spellcasting. This belt has 6 charges and regains
without providing material components. The spell takes 1d4 + 2 expended charges daily at dawn. While wearing
effect before your attacker makes the attack, imposing this belt, you can expend the required number of charges
disadvantage on the attack roll. to cast the following spells (save DC 17, +9 to hit with
Once you use this feature, this spell can’t be cast from spell attacks): beacon of hope (3 charges), branding smite
the ring again until the next dawn. (2 charges), commune (3 charges), guiding bolt (1 charge).

Divine Favors
35
Bloody Strife

Bloody Strife
Weapon (greatsword),
legendary (requires attunement)
This massive sword belongs to Khalorr, the
Archon of Conflict. The blade is forged from
the metallic heart of an ancient epikor dragon
slain through a century of persistent conflict,
adorn with a ruby grown in the searing heat of the
Edgemantle.
You must have a Strength score of 19 or higher to
pick up or wield this massive weapon. It grants a +2
bonus to attack and damage rolls made with it and
deals an extra 1d6 damage to targets you hit with it.
Grand Blade. This weapon has a reach of 10 feet.
Whenever you attack a creature 10 feet away from you
using this weapon, you can make one additional attack
against another creature in a space directly between you
and that target. You make this attack with disadvantage.
Battle Rush. While attuned to this weapon, you are
always prepared to fight. When you roll for initiative,
you can add a d6 to the initiative check and your speed
increases by 10 feet until the end of your first turn.
Warmaker. When you roll for initiative, you can let
out a warcry to gather your allies (no action required).
You and each ally of your choice within 30 feet of you
gains the benefits of your Battle Rush property and 20
temporary hit points. Once you use this property, it can’t
be used again until the next dawn. Braceers of Zealotry
Sentience. Bloody Strife is a sentient, lawful neutral
greatsword with an Intelligence of 12, a Wisdom of 10,
and a Charisma of 18. It has hearing and darkvision out
to a range of 120 feet. It can speak, read, and understand
Common, and its voice sounds thick and choked with Bracers of Zealotry
blood. Bloody Strife seeks the thrill of battle for causes Wondrous item, uncommon (requires attunement by a
both good and evil and urges you to resolve all conflicts Cleric or Paladin)
with violence no matter how trivial.
Bloody Strife’s seemingly chaotic personality is These bracers are worn by the most devoted of deities,
bounded by lawful values. As an instrument of war, it typically by worshipers or divine proxies who need
wishes only to participate in conflicts that have real stakes to channel their religious fanaticism. When shaped
as opposed to violence for violence’s sake — though it properly, the bracers allow Gods to briefly inhabit them to
doesn’t much care how significant or meaningless the communicate with their champions or empower them to
stakes may be. If you attempt to resolve any dispute overcome an insurmountable obstacle.
without combat (lethal or nonlethal), it withholds the While you wear this bracer, you are always aware of the
Battle Rush and Warmaker properties in the hopes that presence of celestials within 30 feet of you. Additionally,
the next person you lose to will become its new wielder. you can tap these bracers together to regain a use of your
You can attempt to convince Bloody Strife to restore the Channel Divinity feature (no action required). Once you
properties at the end of a long rest by succeeding on a have regained a use of your Channel Divinity, you can’t
contested Charisma check against it. use this feature again until you finish a long rest.

Divine Favors
36
Horn of Extravagant Wealth

Horn of Extravagant Wealth


Wondrous item, very rare
This horn is frequently depicted in the hands of Galeim,
the Archon of Abundance, crafted from the prong of a
prized bull among an excess of thousands. The coins and
food that it produces are said to fall through dimensional
rifts from Galeim’s massive hoard itself.
This horn’s opening contains an extra-dimensional
pocket that can store up to 5 cubic feet of objects. Gold,
platinum, gems, and other coinage or valuables do not
count toward this limit. Each dawn, 2d6+2 gold pieces
appear inside the horn.
Sense Value. While holding this horn, you have
advantage on ability checks made to discern whether an
item is authentic or counterfeit. Pyrite Idol
Arcane Substitute. When you hold this horn and cast a
spell with a material component that has a listed cost, the
horn halves the cost. Once you use this feature, you can’t
use it again until the next dawn.
Plentiful Feast. While holding this horn, you can cast Pyrite Idol
create food and water from it. For you, this spell conjures Wondrous item, rare (requires attunement)
food that tastes fairly good instead of bland, and you can Even among a deity’s followers, hidden traitors work
choose to conjure an average alcohol instead of water. to undo the religion from within. They wield deceptive
Once cast, this spell can’t be cast from the horn again statuettes designed to portray devotion, stealing
until the next dawn. intelligence and reaping the benefits until the perfect time
to strike.
Oracle’s Eye False Idol. This statuette is carved from iron pyrite,
Wondrous item, uncommon (requires attunement) a material that closely resembles gold, and takes the
This eye is crafted from a material appropriate to the shape of one deity. While attuned to this statuette, you
deity it is dedicated to. You must spend the duration of the have a +10 bonus to ability checks made to impersonate
attunement period with this eye in the empty eye socket. a follower of the statuette’s deity, and that deity also
While attuned, it functions identically to an eye and grants considers you one of their followers.
you the following benefits: Celestial Boon. While you hold, wear, or display this
statuette, you gain a benefit determined by the statuette’s
●● You can see a faint aura around any celestial creatures deity. If the deity is good, you know the guidance cantrip
or celestial-made objects within your sight. and you can cast guiding bolt once, regaining the ability
●● You can use an action to open your awareness to to do so when you finish a long rest. If the deity is evil,
celestial influence for 10 minutes. For the duration, you you know the minor illusion cantrip and you can cast
can see a faint aura around people or objects that have hideous laughter once, regaining the ability to do so when
been touched, influenced, or otherwise affected by a you finish a long rest. The GM may choose an alternative
celestial creature within the past 1 hour. Once you use boon based on the statuette’s deity. For example, if the
this property, you can’t use it again until you finish a statuette depicts an Aureliate deity, the GM can select a
long rest. boon from their respective table of boons.

Divine Favors
37
Guide to the Cosmos
Moon Shard

Original Release: March 2022


This section presents items for a traveler of the vast
cosmos, from relics that bear the incomprehensible magic
of the stars to gear that use arcane technology. The non-
traditional setting is expanded within the compendium.

Relics: Shards of the Cosmos


Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.

Sun Shard
Moon Shard
Weapon (dagger), legendary (requires attunement)
A miniaturized moon is magically suspended in the blade,
radiating dim light and cold. The hilt chills you on contact,
warding off wielders of weak will.
You have a +2 bonus to attack and damage rolls made
with this magic weapon. While attuned to this dagger, you
deal an extra 1d8 cold damage to each creature you hit
with it, and you have resistance to cold damage.
Moonlight. While you are attuned to this weapon,
the miniature moon emits dim light up to 20 feet. A
shapechanger in this light must succeed on a DC 17
Constitution saving throw at the start of its turns, or
instantly revert to its original form and can’t assume a
different form until it leaves the moon’s light.
Tide Caller. While holding this dagger, you can use
an action to magically move or redirect the flow of water
within a 5 foot cube within 30 feet of you. Additionally, if
you score a critical hit or reduce a creature to 0 hit points
with this weapon, water surges from your target. Up to
two creatures of your choice within 10 feet of the original
target takes 1d8 cold damage and falls prone.
Void Shard
Lunarcy. While wielding this dagger, you can use an
action to cast confusion (save DC 17), targeting only one
creature you can see. Once used, this property can’t be
used this way again until the next dusk.

Sun Shard
Weapon (shortsword), legendary (requires attunement)
A miniaturized sun is magically suspended in the blade,
radiating intense heat and light. The hilt burns on contact,
warding off wielders of weak will.
You have a +2 bonus to attack and damage rolls made
with this magic weapon. While attuned to this sword, you
deal an extra 1d8 fire damage to each creature you hit
with it, and you have resistance to fire damage.
Sunlight. While you are attuned to this weapon, the
miniature sun emits bright light up to 10 feet and dim
light for another 10 feet; this light is sunlight. As an
action, you can expand the bright light’s radius to 30 feet
until the start of your next turn.

Guide to the Cosmos


38
Sunder. If you score a critical hit or reduce a creature
to 0 hit points with this weapon, fire leaps to up to
Other Magic Items
two other creatures of your choice within 10 feet of Each item is presented in alphabetical order. An item’s
the original target. Each other creature takes 1d8 fire description gives the item’s name and category; if the item
damage. is magical, its rarity and its properties are also listed.
Solar Flare. While holding this sword, you can use an
action to cast fireball (save DC 17) centered on yourself. Aethos Photon Barrier
You have advantage on this save. Once used, this property Wondrous item, technomancy, uncommon (optional
can’t be used this way again until the next dawn. attunement)
These mark the latest and most popular line of portable
Void Shard defense barriers from the Helius Corporation. You can
Weapon (quarterstaff), legendary (requires attunement by use a bonus action to place this technomantic contraption
a bard, cleric, druid, sorcerer, warlock, or wizard) on a surface within 5 feet of you and activate it. A 5-foot
A miniaturized black hole is magically suspended in the wide and 5-foot tall transparent photon-based force
scepter, absorbing any heat and light. This third shard barrier materializes from the disc in an orientation of your
was undoubtedly crafted in secret by the same mysterious choice, which provides cover for creatures behind it. The
ancient race who created the sun and moon shards. barrier is less than an inch thick; creatures in the space
when the barrier appears are pushed to one side of the
This staff can be wielded as a magic quarterstaff that barrier (their choice). The barrier is an object that can be
grants a +1 bonus to attack and damage rolls made with destroyed; it has AC 22, 40 hit points, and resistance to
it. It has 12 charges for the following properties and all damage except force. The barrier lasts for 1 minute or
regains 2d4+4 expended charges daily at dawn. If you until destroyed or dispelled by a dispel magic spell.
expend the last charge, roll a d20. On a 1, the staff can
Once this barrier is used, it cannot be used again until
never regain charges again. On a 20, the staff regains
the next dawn.
1d4+2 charges.
Optional Attunement. This barrier is powered by an
Force of Void. While attuned to this staff, you have
arcane battery, which you can magically charge while you
resistance to force damage. When you hit with a melee
are attuned. As an action, you can expend a spell slot to
attack using this staff, you can expend 1 charge to deal an
regain one use of this barrier.
extra 1d6 force damage to the target.
Spellcasting. The staff has 10 charges and regains
1d6+4 expended charges daily at dawn. You can use an Aethos Photon Barrier
action to cast one of the following spells by expending the
necessary number of charges, using your spell save DC:
bane
(1 charge), darkness (2 charges), dimension door (4
charges), feather fall (1 charge; can be cast as a reaction),
nondetection (3 charges), silence (1 charges), void smite*
(5 charges).
Dark Sliver. While holding this staff, you can use an
action to unleash a fraction of the void suspended within,
expending 1 charge. You create a 20-foot radius sphere
of heightened gravity centered on you, which moves with
you and spreads around corners. This sphere lasts for
1 minute or until you end it (no action required) or die.
For the duration, any light in the sphere becomes dim
light and colors in the sphere become shades of gray.
Additionally, creatures in the sphere except you must
spend 1 extra foot of movement for every foot moved.
Until the sphere ends, you can use a bonus action to
force one creature in the sphere you can see to make a
Strength saving throw against your spell save DC. On a
failed save, you can reduce the target’s speed to 0 until the
start of your next turn or pull it up to 10 feet towards you
(your choice). A creature that fails this save by 10 or more
also takes 3d8 force damage.

Guide to the Cosmos


39
Arkus-5 Quasar Pistol
Weapon (light railbow/light crossbow), technomancy,
uncommon (optional attunement)
The latest line of personal hand weapons.
Energy Weapon. This weapon deals radiant damage
instead of normal piercing damage.
Auto-Loader. If you are proficient with this weapon, you
can ignore its Loading property.
Optional Attunement. This weapon is powered by an
arcane battery, which you can magically charge while
you are attuned. Whenever you reload this weapon, you
can expend a spell slot of any level to reload it instead of
physically reloading the battery.

Atmospheric Armor
Armor (studded leather), common
Auto-Scanner
While wearing this armor, you can use an action to
provide yourself with enough air for an hour, allowing you
to travel through environments without oxygen. You can Auto-Scanner
use this action again when you finish a long rest, or when Wondrous item, technomancy, uncommon (requires
you spend at least 1 hour of concentration to magically attunement)
refill the suit’s oxygen supply. Any pilot or marksman worth their stardust will make use
of an auto-scanner. This visor has two modes, and you
can use a bonus action to switch between them. While
wearing the visor, you gain the benefits conferred by the
chosen mode:
Belt of Asteroids
●● Target Assist. You have a +1 bonus to attack rolls you
make with a nonmagical weapon.
●● Motion Detection. You have a +1 bonus to your Wisdom
(Perception) checks, and you cannot be surprised.

Belt of Asteroids
Armor (belt), uncommon (requires attunement)
An odd familiar pattern has corroded or etched itself into
the rim of the leather strap. While wearing this belt, you
can use an action to touch up to five Small rocks and
imbue them with magic. For the next minute, they float
within 5 feet of you, granting a +1 bonus to your AC until
all of your rocks are gone.
As an action, you may magically hurl a rock at a target
within 60 feet. You make a ranged attack with proficiency
using your Dexterity modifier, dealing 1d8 bludgeoning
damage on a hit.

Black Sun Amulet


Wondrous item, rare (requires attunement)
Black Sun Amulet While wearing this amulet, you have resistance to radiant
damage.
As an action, you can reduce all bright light within 30
feet of you to dim light. Each creature within this area
that can see the sun must make a DC 14 Wisdom saving
throw. On a failed save, it perceives the sun as being fully
eclipsed. Once you use this ability, you can’t do so until the
next dawn.

Guide to the Cosmos


40
Bravos Personal Drone
Wondrous item, technomancy, rarity varies (requires Bravos Defense Drone
attunement)
The Bravos Corporation holds a monopoly over drones
thanks to the incomparable patented line of artificial
intelligence that operate them.
When you use an action to activate one of these drones
and toss it into the air, the drone levitates at a distance of
1d3 feet from your body. While active, the drone grants
you a benefit determined by its type. You can use an
action to grab your drone and stow it, ending the benefit.
While the drone is active, another creature can use
an action to take the drone from you, either by making a
successful attack roll against AC 23 or a successful DC
23 Dexterity (Acrobatics) check. A drone is considered
to be a construct while orbiting you, with AC 23, 10 hit
points, immunity to poison and psychic damage, and
resistance to all other damage types.

Defense (Very Rare). This sleek, blue, turret-mounted


drone orbits wards you from danger while it is active.
Whenever a creature ends its movement within 10 feet
of you, you can use a reaction to command the drone Bravos Repulsion Drone
to attack the creature. The creature must succeed on
a DC 17 Dexterity saving throw or take 2d4 piercing
damage from a hail of projectiles.
Illumination (Common). While this silver spherical
drone is active, it emits bright light up to 20 feet and
dim light for an additional 20 feet. As a bonus action,
you can verbally command the drone to either switch
its light on or off, or levitate up to 10 feet away from you
in a direction of your choice.
Interceptor (Rare). You gain a +2 bonus to AC against
ranged attacks while this toroid gray drone is active.
Protection (Rare). You gain a +1 bonus to AC while this
bulky epikor drone is active.
Repulsion (Rare). This white dome-shaped drone repels
enemies while it is active. As an action, you can verbally
command the drone to sonically push a Large or smaller
creature within 10 feet of you up to 5 feet away from you.
You can also use this property as a reaction to target a
creature that enters a space within 10 feet of you.
Retrieval (Uncommon). While this spindly bronze
drone is active, you can use an action to command it to
manipulate, pick up, stow, or retrieve an object up to 20
feet away from you. The drone cannot carry more than
10 pounds.
Sensor (Rare). While this red disc-shaped drone is active,
you are always aware of the location of any hidden or
invisible creature within 20 feet of you. This awareness
does not allow you to see such creatures.
Shield (Uncommon). You gain a minor photon shield
while this blocky yellow drone is active. Whenever you
take damage, you can verbally command your drone Bravos Sensor Drone
to prevent 5 of that damage (no action required). Once
used, the drone cannot be used this way for another
minute while it recharges.

Guide to the Cosmos


41
Etlas Personal Photon Armor Helix Thunder
Armor (any), technomancy, rare (requires attunement) Weapon (coil rifle/longbow), technomancy, rare (optional
Whenever you take damage, you can activate this armor attunement)
to prevent 10 of that damage (no action required). Once This coil cannon utilizes sophisticated bio-signature
used, the armor cannot be used this way for another recognition to direct projectile lightning beams.
minute while it recharges. Hefty. This magic weapon can only be wielded by
Photon Armor Mk. 2 (Very Rare Variant). Whenever creatures with a Strength score of 13 or higher.
you take damage, you can use the armor to prevent 15 of Energy Weapon. This weapon deals radiant damage
that damage instead of 10. instead of normal piercing damage, and deals an
Photon Armor Mk. X (Legendary Variant). Whenever additional 1d6 radiant damage on a hit.
you take damage, you can use the armor to prevent 20 of Overcharge Arc. This weapon has 5 charges and
that damage instead of 10. regains 1d4+1 expended charges daily when exposed to
sunlight at dawn. As an action, you can expend any number
Etlas Photon Gear of charges to unleash a bolt of lightning at a creature within
Wondrous item, technomancy, common 15 feet of you. The lightning then arcs to nearby targets of
your choice, hitting up to a number of additional creatures
This item generates a specific photon construct (either equal to the number of charges expended. Each target
a shield or a weapon). As an action or bonus action, you must be within 10 feet of at least one other target hit by
can activate the item, causing it to generate the associated lightning. This lightning must be connected, but does not
construct, which has the same statistics as its solid need to form one continuous chain.
counterpart. This construct lasts for 1 minute, or until
Each target hit by lightning must make a DC 15
you use an action or bonus action to dismiss it. If there is
Constitution saving throw, taking 3d6 lightning damage
insufficient space for the construct when it is generated,
on a failed save or half as much on a success. A creature
nothing happens. Once used, the construct cannot be
that fails this save by 10 or more and takes damage is
generated again until a minute has passed while it
also paralyzed until the end of its next turn.
recharges, unless you expend a spell slot of any level to
Optional Attunement. This weapon is powered by an
use it again.
arcane battery, which you can magically charge while
In its inactive state, this item takes a form appropriate
you are attuned. Whenever you reload this weapon, you
to the construct, such as a cylinder for a rod, a hilt for a
can expend a spell slot of any level to reload it instead of
sword, or a bracer for a shield.
physically reloading the battery. The weapon also regains
a number of charges equal to the level of the spell slot
Gamma Pinnacle X-2 expended.
Weapon (hand railbow/hand crossbow), technomancy,
rare (requires attunement)
Hitchhiker’s Guide to the Cosmos
Radioactive material inside this pistol produces a blue Wondrous item, technomancy, common
glow.
This book has friendly words “DON’T PANIC”
Auto-Pistol. You have a +1 bonus to attack and damage emblazoned on its cover, and contains all the information
rolls you make with this magic weapon. If you are available in this compendium. A creature holding this
proficient with this weapon, you can ignore its Loading book gains advantage on an Intelligence check made to
property. recall information about the Cosmos. Once used, the
Radioactive Shot. This weapon deals necrotic damage book cannot be used this way again until the next dawn.
instead of normal piercing damage.
Nuclear Razor. You can make special attacks with this
weapon by overloading its gamma core. As an action, you
can release its radioactive energy in a 20-foot cone. Each
creature in the cone must make a DC 13 Constitution
saving throw, taking 2d8 necrotic damage on a failed save
or half as much on a successful one. A creature that fails
this save by 10 or more is also poisoned for 10 minutes.
Once this property is used, this property can’t be used
again until the next dawn.
Arcane Battery. This weapon is powered by an arcane
battery, which you can magically charge while you are
attuned. Whenever you reload this weapon, you can
expend a spell slot of any level to reload it instead of
physically reloading the battery. Gamma Pinnacle X-2

Guide to the Cosmos


42
Horoscope Hyperion Rail-7
Wondrous item, common Weapon (heavy railbow/heavy crossbow), technomancy,
Objects viewed through this spyglass are magnified to uncommon (optional attunement)
twice their size. The Hyperion’s Model 7 remains popular among rim
At the end of a long rest, you can look through this runners even after 15 cycles.
scope and glimpse a vision of your immediate future. The Hefty. This weapon can only be wielded by a creature
DM offers a vague and cryptic summary of what might with a Strength score of 15 or higher.
occur later in the day, such as a recommendation for Charge Shot. This magic weapon can launch
social interactions, a warning about a minor impending projectiles at velocities that can penetrate targets. As an
event, or a startling realization about a past event. This action, you can fire a single shot from this weapon in a
summary is generally truthful, but has a 25% to produce a 30-foot line originating from you. The projectile hits any
false reading; the DM makes this roll in secret. creatures in the line, but cannot pass through barriers
thicker than 6 inches. Make a separate attack roll against
each creature hit by the projectile, dealing damage on
a hit as normal. Once this property is used, it cannot be
used again until you recharge it using a bonus action and
succeed on a DC 15 Intelligence check.
Optional Attunement. This weapon is powered by an
arcane battery, which you can magically charge while
you are attuned. Whenever you reload this weapon, you
can expend a spell slot of any level to reload it instead of
Horoscope physically reloading the battery.

Helix Thunder

Hyperion Rail-7

Guide to the Cosmos


43
Jar of Stardust
Wondrous item, common
As an action, you can throw the contents of this jar into
the air and briefly create a magical glowing cloud of
Jar of Stardust
floating dust. This 5-foot radius cloud is centered on you
and emits dim light up to 15 feet. Each hostile creature in
the dim light must make a DC 12 Wisdom saving throw.
On a failed save, it ceases being hostile, having caught a
glimpse of the universe.

Mask of Many Phases


Wondrous item, rare (requires attunement)
This mask was crafted under the guidance of the moon
and offers its benefits to those who pledge themselves to
the many phases of the moon. Waxing Crescent
Lunar Phase. At the end of a short or long rest, you
can advance the mask’s lunar phase in the following
order: Full Moon, Waning Crescent, New Moon, Waxing
Gibbous. While wearing the mask, you gain the benefits
of the mask’s current phase as described:
Full Moon
●● Full Moon. You emit bright light up to 20 feet Mask of Many Phases
and dim light for an additional 20 feet. As an
action, you can enhance the moon’s power. Hostile
creatures in the bright light must succeed on a DC
Waning Crescent
16 Constitution saving throw or take 2d8 radiant
damage. A shapechanger makes its saving throw with
disadvantage; if it fails, it also instantly reverts to its
original form.
●● Waning Crescent. You and your allies within 20 feet of New Moon
you gain the benefits of nondetection.
●● New Moon. While you are in dim light or darkness,
you can use an action to become invisible until the end
of your next turn, or until you make an attack or cast a
spell.
●● Waxing Gibbous. You emit dim light up to 20 feet. You
and your allies have advantage on Wisdom (Perception)
checks made to detect creatures or illusions in the area
of dim light.

Mini-Comet Mini-Meteor
Wondrous item, uncommon
This object is more than a chunk of ice and rock, feeling
oddly heavier than its size would suggest. It almost feels Mini-Meteor
like an entire comet was miniaturized to form this item. Wondrous item, uncommon
As an action, you can throw this comet at a target within As an action, you can throw this meteor at a target within
60 feet. You make a ranged attack using your Dexterity 60 feet. You make a ranged attack using your Dexterity
modifier, dealing 1d8 bludgeoning and 1d8 cold damage modifier, dealing 1d8 bludgeoning and 1d8 fire damage
on a hit. The comet can then be retrieved if it did not on a hit. The meteor can then be retrieved if it did not
break. break.
Whether the attack hits or misses, the comet leaves Whether the attack hits or misses, the meteor leaves a
a 5-foot wide trail of ice flurry on its way to the target, 5-foot wide trail of opaque smoke on its way to the target,
which remains suspended in space for a minute. For the which remains suspended in space for a minute. For the
duration, the trail’s area is considered difficult terrain. duration, the trail also sheds dim light up to 20 feet.

Guide to the Cosmos


44
Nebula Shroud
Wondrous item, very rare (requires attunement)
While wearing this cloak, you are partially translucent,
and are considered lightly obscured to other creatures
Nebula Shroud
that rely on sight. If you remain still for at least a minute,
you become invisible until you move, take an action,
bonus action, or reaction.
Embody Nebula. While wearing this shroud, you can
use your action to cast etherealness on yourself. The
shroud can’t be used this way again until the next dawn.

Neutron Starhammer
Weapon (warhammer), rare (requires attunement)
This exceptionally heavy warhammer is nearly impossible
to pick up, but an attuned creature can somehow lift and
swing it normally.
Ultra Hefty. This weapon can only be wielded by
creatures with a Strength score of 19 or higher.
Magic Density. This weapon can only be lifted by
a creature attuned to it, or by succeeding on a DC 20
Strength check.
Dense Star. When you hit a target with this magical
weapon, you deal an extra 1d4 bludgeoning damage. At
the start of your turns, if you have hit a hostile creature
with this warhammer since the start of your previous
turn, the size of the extra damage die increases by 1
(e.g. d4 increases to d6), up to a d20. If you have not hit
a creature since the start of your last turn, the die size
instead decreases by 1.
Siege Weapon. This weapon deals double damage to
constructs, objects, and structures.

Nova Grenade
Wondrous item, rare
As an action, you can throw this grenade at a point you
can see within 30 feet of you, or launch it as ammunition
from a cannon. Upon impact, the grenade releases a
blinding burst of light visible up to 1 mile away. Each
creature within 20 feet of the grenade must make a
DC 15 Constitution saving throw. A creature that fails
this save takes 2d8 radiant damage and is blinded for
1 minute. On a successful save, it takes only half as
much damage and is not blinded. A blinded creature can
repeat the save at the end of each of its turns, ending the
condition on itself on a successful save.

Neutron Starhammer

Guide to the Cosmos


45
Orb of Atelia
Wondrous item, technomancy, artifact (requires
attunement)
Small compartments within this eye-like sphere
occasionally open and reveal its internal technomantic
workings. Despite its composition, it is impossible
to break open or examine via a technomantic device
interface. It seems the only way to learn more is to wear
this eye...
To attune to this orb, you must spend the duration of
your attunement period with this orb in an empty eye
socket. At the end of the attunement period, if your
Intelligence score is lower than 15, you must make a
DC 17 Intelligence check. If you fail this check, a failsafe
activates and you instantly die. Once you attune to the
orb, it functions identically to a normal eye. If the eye is Orb of Atelia
removed while you are still attuned to it, you die.
Omnisight. The eye grants you the following benefits
while you are attuned to it:
Personality. The eye contains a sliver of the central
●● You gain darkvision out to 500 feet and you can see artificial intelligence that serves as warden of the planet
through magical darkness. Atelia, a world transformed entirely into the domain of the
●● You can see clearly up to 1 mile away. technomage, Rue. That primary artificial intelligence,
●● You gain a +5 bonus to Intelligence (Investigation) and aptly named WARDEN, resides in the planet’s central
Wisdom (Perception) checks you make with sight. supercomputer and continues Rue’s post-mortem
●● You can read any written language you see. magnum opus: the collection of all cosmic species in
●● You are always aware of the location of any hidden or a biological archive, preserved in preparation for a
invisible creature within 15 feet of you. This awareness predicted galactic calamity. The calamity never arrived,
does not allow you to see such creatures. but WARDEN never stopped following orders.
The sliver of intelligence that resides in the eye
Technomantic Conduit. You can remotely connect to, is named SCOUT. It is charged with manipulating,
access, and use technomantic devices you can see within discovering, and returning new species to Atelia.
30 feet of you. If the device is secured against intrusion, WARDEN is always aware of SCOUT’s location.
you must succeed on an Intelligence to connect with a DC If SCOUT sees an unarchived creature, it attempts to
set by the GM. The DC typically starts at 15 for normal persuade its wearer to obtain a sample (often fatally) and
devices. Technomancy visually presents itself in a variety return it to Atelia. If the wearer refuses, SCOUT casts
of ways, from a spectrum of glowing lines to a partially dominate person at will on the wearer (save DC 18),
translucent voidscape. The GM decides its appearance commanding the wearer to follow its directives through
when you connect. whatever means necessary — even deadly force.
Spellcasting. The eye can be used as a spellcasting Destroying the Eye. The eye can only be destroyed
focus. The eye has 8 charges and regains 1d4+4 by WARDEN by returning SCOUT’s code fragment to
expended charges daily at dawn. As an action, you can the source. It must be brought to the Tower of Light on
expend the necessary number of charges to cast the Atelia and physically connected to the Prime Terminal.
following spells from the eye (spell save DC 18, +10 to hit Attempting to destroy the eye in any other way causes
with spell attack rolls): SCOUT or WARDEN to retaliate. SCOUT may cast its
arcane eye (4 charges), blackout* (6 charges), detect spells and WARDEN may send drones to retrieve the eye.
magic
(1 charge), identify (1 charge), overflowing current* (5
charges), scorching ray (3 charges, the spell is cast at 3rd Rim Runner’s Mantle
level), scrying (5 charges), trace signal* (2 charges). Wondrous item, uncommon
Sentience. The Orb of Atelia is a sentient, lawful While wearing this cloak, you have advantage on
neutral item with an Intelligence of 20, a Wisdom Constitution saving throws made to resist the effects
of 16, and a Charisma of 10. It has hearing and can of radioactivity. Additionally, whenever you succeed on
see anything its wearer sees. The eye telepathically a Dexterity (Stealth) check made to Hide, you cannot
communicates with its wearer in a cold, impassionate be detected by technomantic sensors that scan for heat
voice. signatures.

Guide to the Cosmos


46
Saturnine Ring Starfall
Ring, common Weapon (morningstar), rare (requires attunement)
While wearing this ring, a slow harmless circular orbit A chunk of star burns brightly at the end of this weapon,
forms around you, centered on you. As an action, you can streaking like a flaming meteorite through the air.
place a lightweight object into this orbit. This orbit can Hefty. This weapon can only be wielded by a creature
hold a maximum total of 10 pounds’ worth of objects. with a Strength score of 15 or higher.
Astral Binding. This magic weapon always emits bright
Spell Disk light out to 20 feet and dim light for an additional 20 feet.
Wondrous item, technomancy, rarity varies When an attack roll made with this weapon exceeds the
target’s AC by 10 or more, this weapon deals an extra 1d8
A spell disk functions identically to a spell scroll with one
radiant damage to the target.
additional benefit: certain spells stored on a spell disk
Starpath. While wielding this weapon, you can use a
can be read and cast by certain technomantic devices
bonus action to fly up to 60 feet to an unoccupied space
or the glyph of warding spell. The stored spell must
you can see. While flying this way, you do not provoke
target only one creature or an area. If the spell requires
attacks of opportunity. When you end this movement,
concentration, it lasts until the end of its full duration.
you can choose to deal 2d6 fire damage to each creature
within 5 feet of you. A Large or smaller creature is also
Starburst Cannon pushed away from you, up to a number of feet equal to
Weapon (cannon), exotic one-third the distance that you flew. Once this property is
This unidentifiable object seems to have just been ripped used, it cannot be used again until the next dawn.
off the weapons array of an old starship. With some Siege Weapon. This weapon deals double damage to
effort, perhaps this could be converted into a usable constructs and objects.
weapon.
Exotic. You are only proficient with this weapon if
you have proficiency with martial weapons and/or the
appropriate background, at GM’s discretion.
Super Hefty. This weapon has the Heavy property, and Starfall
can only be wielded by creatures with a Strength score of
17 or higher.
Energy Blast. This weapon has 5 charges and regains
1d4+1 expended charges daily when exposed to sunlight
at dawn. While wielding this weapon, you can expend
a charge to fire an energy beam at a target within
120 feet of you. Make a ranged attack; the target
takes 5d8 radiant damage on a hit. If you roll
a 1 on this attack roll, you take this damage
instead as the weapon backfires.

Starburst Cannon

Guide to the Cosmos


47
Sun Slayer Darken Skies. When you fire an arrow from this bow,
Weapon (longbow), artifact (requires attunement) you can speak its command word to instantly snuff out
all non-magical fires or light sources within 5 feet of the
Crafted from a stolen fragment of the embodiment of arrow’s path.
Void, every part of this bow strives to return the Cosmos
Defy Flames. When you hit a creature with
to darkness. Hou Yi, a legendary archer of myth, wielded
ammunition fired from this bow, you can ignore
this bow and famously shot down nine suns to free a
resistance to fire damage and treat immunity to fire
planet from its oppressive heat. Though its work is done,
damage as resistance to fire damage.
the remnants of the Void continue their impassionate
Dark Sun. The Sun Slayer has 8 charges and regains
mission, subtly drawing light and susceptible creatures
all of its expended charges daily at dawn. While wielding
towards its tempting power.
the bow, you can expend the necessary number of
You have a +3 bonus to attack and damage rolls made charges to activate one of the following properties:
with this magic weapon.
Face the Sun. While attuned to this bow, you have ●● When you fire an arrow from this bow, you can dispel a
immunity to fire damage, you cannot be blinded, and you magical fire or a source of magical light within 5 feet of
don’t suffer any ill effects from extreme heat. the arrow’s path by expending 1 charge for each spell;
Snuff the Light. When you hit a creature with if the magical fire or light is not created by a spell, you
ammunition fired from this bow, the creature takes an can expend 1 charge to suppress its light for 1 minute
additional 2d6 necrotic damage, and its maximum hit instead.
points is reduced by the amount of damage taken. ●● You can cast one of the following spells from the bow
(spell save DC 19) by expending the necessary number
of charges: banishment (3 charges), darkness
(1 charge), fear (2 charges), heroism (1 charge; this
spell grants 10 temporary hit points each turn instead
of a number equal to spellcasting ability modifier),
levitate (1 charges), void smite* (3 charges; the spell
applies to ranged attacks), or wall of fire (3 charges).

Other Properties. This bow is rumored to possess


other properties that can only be revealed through great
resolve and determination. If the legends prove true,
improper usage of this weapon may cause a devastating
catastrophe to befall a planet.
Destroying the Bow. This weapon can only be
destroyed by casting it into the crushing gravity of a
supermassive singularity. Such singularities or black
holes are only found in the center of certain galaxies,
typically shielded by spatial and temporal displacement
abnormalities.

System Ring
Ring, rare (requires attunement)
This ring exerts its own gravitational pull, as if you were
a star system. You have a +2 bonus to your AC against
projectiles while wearing this ring.
Gravitic Orbit. While wearing this ring, you create
an orbit around you. When a creature misses you with
a ranged attack, you can use your reaction to catch the
projectile in your orbit. Each projectile orbits you for 1
minute or until you use a bonus action to make a ranged
attack with a projectile using your Dexterity modifier.
You make this attack with proficiency, regardless of your
Sun Slayer
weapon proficiencies, and the projectile has a normal
range of 30 feet and a long range of 90 feet. You can only
have up to two projectiles in your orbit at a time.

Guide to the Cosmos


48
Techno-Prosthetic Limb
Wondrous item, technomancy, rarity varies (requires
attunement) Techno-Prosthetic Limb
(Integrated Design)
This metal prosthetic replaces a lost limb — a hand, an
arm, a foot, a leg, or a similar body part. You must spend
the duration of the attunement period attaching this metal
prosthetic to an appropriate place on your body. While
attuned, it functions identically to the part it replaces,
including simulating senses. You can detach or reattach it
as an action, and it can’t be removed against your will.
Prosthetic Types. Each prosthetic has a set of
properties chosen from the options below. Its rarity
is determined by the number of properties it has as
follows: common (1 property), uncommon (2 properties),
rare (3 properties), or very rare (4 properties). A skilled
technician may be able to add more properties to a
prosthetic, at GM’s discretion.

Concealed Compartment. This prosthetic includes


a hidden compartment. As a bonus action, you can
draw or stow one Tiny object inside the prosthetic. A
creature can discover the location of the compartment by
succeeding on a DC 10 Intelligence (Investigation) check.
Hydraulic Jet. This prosthetic utilizes high-strength
hydraulics, and can only be applied to foot or leg
prosthetics. While attuned, your jump height increases
by 5 feet and your jump distance increases by 10 feet.
Additionally, unarmed strikes made with the prosthetic
deal 1d4 bludgeoning damage on a hit.
Void Grenade
Integrated Weapon. This prosthetic integrates one Light
weapon into its design, and can only be applied to hand or
arm prosthetics. As a bonus action, you can summon this
weapon from the prosthetic and wield it, which lasts until
you use another bonus action to dismiss it.
Realistic Design. This prosthetic is specially constructed
to complement your body. While wearing this
prosthetic, it appears to be a real limb. A creature
can identify the prosthetic by succeeding on a DC 10
Intelligence (Investigation) check.
Utility Pocket. This prosthetic incorporates a set of
artisan’s tools, and can only be applied to hand or arm
prosthetics. As a bonus action, you can summon these
tools from the prosthetic and use them. The tools last
until you use another bonus action to dismiss them.
Void Grenade
Technomage’s Eye Wondrous item, uncommon
Wondrous item, technomancy, uncommon (requires attunement)
As an action, you can throw this grenade at a point you
You must spend the duration of the attunement period can see within 30 feet of you, or launch it as ammunition
with this eye in the empty eye socket. While attuned, from a cannon. Upon impact, the grenade creates a
it functions identically to an eye and grants you the 20-foot radius sphere of void centered on itself. The void
following benefits: lasts for one minute or until dispelled. For the duration,
any light in the void becomes dim light, any free air in
●● If you don’t already have darkvision, you gain darkvision the void is instantly depleted, and colors in the sphere
out to 30 feet. become shades of gray. The void is also silent; creatures
●● You gain a +2 bonus to your Passive Perception. inside the sphere are deafened and immune to thunder
●● You can use the eye like a holopad, which transmits any damage. Spells with verbal components cannot be cast
holopad data directly to your mind. inside the sphere.

Guide to the Cosmos


49
Adrena-Shot

Boosters
Boosters in the cosmos are similar to traditional potions
except they are nonmagical items created by advanced
science and alchemy.
Unless otherwise specified, they follow the same rules
for potions as outlined in the 5th edition source rulebook.
They are organized by rarity based on their potency
and generally require an action to use unless otherwise Vita-Shot (v2)
specified.

Adrena-Shot
Adventuring gear, booster, uncommon
You can use a bonus action to plunge this syringe into
your body and inject its contents into your bloodstream.
You gain the following benefits provided your creature
type is humanoid:

●● You can immediately move up to your speed in a


straight line. When you end this movement, you can
make one melee weapon attack against a creature
within reach.
●● For the next minute, you have advantage on saving
throws made to resist being put to sleep.

Overdosing on adrenaline can be physically taxing.


If this is not the first time you are using an adrena-shot
since your last short or long rest, you must make a
Constitution saving throw, gaining 1 level of exhaustion
on a failed save. The DC for this save is 20 and increases Vita-Gel
by 5 each time you make this save. The DC resets to 20 Adventuring gear, booster, rarity varies
when you finish a short or long rest. You can use an action to apply this mixture of healing
salves, anesthetic, and antibiotics to a wound on your
Nanite Shot of Durability body. You regain a number of hit points determined by
Adventuring gear, booster, rare this item’s rarity.

You can use an action to inject this syringe of nanites into ●● Vita-Gel V2 (common). You regain 2d4+2 hit points.
your body, which grants you the following benefits for 1 ●● Vita-Gel V4 (uncommon). You regain 4d4+4 hit points.
minute:
●● Vita-Gel V8 (rare). You regain 8d4+8 hit points.
●● Your AC cannot be lower than 16, as metallic nanites ●● Vita-Gel V12 (very rare). You regain 12d4+12 hit
coat your body in a thin sheet of armor. points.
●● Whenever you make a Strength check and roll lower
than a 15, you can replace the roll with a 15. Vita-Shot
Adventuring gear, booster, rarity varies
Nanite Shot of Vitality You can use a bonus action to inject this syringe’s
Adventuring gear, booster, rare contents into your body and regain a number of hit points
You can use an action to inject this syringe of nanites into determined by this item’s rarity.
your body, which grants you the following benefits for 1
●● Vita-Shot V1 (common). You regain 1d4+1 hit points.
minute:
●● Vita-Shot V2 (uncommon). You regain 2d4+2 hit
●● At the start of each of your turns, you regain 5 hit points points.
as nanites repair internal damage. ●● Vita-Shot V4 (rare). You regain 4d4+4 hit points.
●● You cannot be blinded, deafened, or poisoned. ●● Vita-Shot V8 (very rare). You regain 8d4+8 hit points.

Guide to the Cosmos


50
Nonmagical Gear Heat Shield
Armor (shield)
Despite the prevalence of technomancy in the cosmos,
some nonmagical technology can also be exceptionally While wielding this shield, you are slightly more resistant
useful on an adventure. to heat. Whenever you take fire damage, you reduce it by
2, to a minimum of 0.

Atomic Edge
Weapon (battleaxe) Jar of Biomass
Other
The miniaturized particle accelerator in the axehead
hums with a dim orange glow. The stuff inside seems to move of its own accord, though
Matter Smasher. You have a +1 bonus to attack and it may just be a trick of the light.
damage rolls you make with this weapon, and you score As an action, you can throw this jar at a point within
a critical hit on a roll of 19 or 20 with it. Its damage 20 feet, shattering it upon impact and releasing its
is considered magical for the purpose of overcoming alien contents. Roll and consult the Biomass Table to
resistance and immunity to nonmagical attacks and determine the alien’s properties.
damage.
Nuclear Light. The weapon’s head emits dim orange Biomass
light out to 10 feet. d4 Effect
Fission Wave. As an action, you can make a single Gas Bags. Each creature within 5 feet of the jar takes
1
straight slice in the air, cutting any non-living, non-magical 1d8 fire damage.
material within 15 feet of you in a 90-degree arc. This Horrors. Each creature within 10 feet of the jar must
slice instantly cuts through any organic material such as 2 succeed on a DC 13 Wisdom saving throw or be
flesh, wood, or sponge and any soft inorganic material frightened until the start of your next turn.
such as foam or nylon, provided they are not being worn
Talons. Each creature within 5 feet of the jar must
or carried. The slice also creates a 3-foot deep incision in
3 succeed on a DC 13 Constitution saving throw or
hard materials like glass or stone, a 1-foot deep incision take 2d4 piercing damage.
in strong materials like metal, or a 3-inch deep incision
in specially sturdy materials like adamantine, epikor, or Tentacles. Each creature within 5 feet of the jar must
starcore metals. Creatures in the path of this cut must 4 succeed on a DC 13 Dexterity saving throw or be
restrained until the start of your next turn.
also make a DC 15 Dexterity saving throw, taking 3d6
necrotic damage on a failed save or half as much on a
success. You can use this property three times, and regain
expended uses at dawn.

Heat Shield

Atomic Edge

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51
Apotheose Dial
Manipulate Spacetime. While the combined sundial is
in your possession, you can use it to reverse or otherwise
affect a past outcome. Whenever you fail an attack roll,
ability check, or saving throw, you can use your reaction
to reroll the d20. You must use the new result. Once you
use this property, you can’t use it again for the next 10
minutes.
Glimpse Future. While the combined sundial is in your
possession, you can peer at your immediate future through
the dial face. You can spend 1 minute to cast augury, which
grants you the results of an action you plan to take within
the next hour instead of 30 minutes. Once you use this
property, it can’t be used again until the next dawn.
Leap the Path. You can use the combined sundial
to step into another point in time and space. You can
choose any target destination provided it is not magically

Rites of the
warded, as well as any time in the past, present, or future.
For each year or 10 miles you travel from your current

Infinity Guard
position, you must spend 1 minute rounded up, adjusting
the sundial, concentrating on the destination (as if
Original Release: June 2022 concentrating on a spell), and calculating the trajectory of
your leap. For example, traveling
This section presents items that heroes may find on their 4 to 5 years into the past requires 5 minutes of
journey through time or the Timeless Expanse: a mind- preparation. If this preparatory period is interrupted, the
bending paradoxical demiplane outside time that do not travel fails, but you still expend a use of this property.
follow the normal rules of physics. At the end of the preparation period you and up to five
willing creatures of your choice within 5 feet of you
Artifact: Apotheose Dial teleport to the chosen destination and time, appearing in
The following items hold unfathomable power that can unoccupied spaces nearest to the target. If the destination
change the course of a game. GMs should be careful is vaguely described, the GM decides where you appear.
when adding an artifact to the game. The sundial does not travel with you.
The GM also determines whether this time travel
attracts the attention of the Infinity Guard or a temporal
Apotheose Dial horror. Traveling within 1 month of your current time is
Wondrous item, artifact set generally safe, but you draw more attention if you either
The sundial is an eternal artifact. Some speculate it was travel further in time, travel repeatedly, or disrupt the past.
created by an elder celestial being possibly older than The GM decides what form of time your setting currently
the universe itself. Others believe it to be the creation operates with, such as multiversal paths, strict timeline,
of a gifted chronomancy wizard who fixed the dial temporal river stream, or any combination of them.
permanently in the timestream. Either way, all origins for A creature that has traveled to another destination in
this artifact are untraceable, perhaps indicating it came time and space cannot do so again until it has finished
from an entirely alien cosmos beyond understanding. 1d4 long rests. An Apotheose Dial that has been used
for this feature cannot be used again until 3d6 days have
Two Parts of a Whole. This sundial is a set that consists
passed for it.
of the Chronostad Needle and the Dimensional Sieve.
While the objects are within 100 feet of each other, they Destroying the Sundial. The sundial is an eternal
emit a low vibration until you physically combine them artifact immune to most conventional means of
into a sundial over the course of a short rest, provided destruction. To rid all time of the sundial, the Chronostad
you are attuned to both objects. Once combined, Needle must be consumed a cosmic entity that represents
the Chronostad Needle and Dimensional Sieve are infinity such as the Cosmic Ouroboros that encircles the
entangled, which lasts until you end your attunement to universe, and the Dimensional Sieve must be consumed
either item. While entangled, you can use an action to by a cosmic entity that represents the void such as the
separate the sundial into its constituent parts or use an Great Raven god-titan. If either part is destroyed while the
action to recombine separated parts into a sundial. If the other still exists, the destroyed part reappears somewhere
entanglement ends while the sundial is combined, the in the cosmos after 100 years. Once both objects have
sundial immediately separates into its constituent parts. been destroyed, the sundial disappears from all points of
time in existence.
Spear and Shield. While the Chronostad Needle and
Dimensional Sieve are entangled, both objects regain all
expended charges at dawn (instead of 1d4+1).

Rites of the Infinity Guard


52
Chronostad Needle Dimensional Sieve
Weapon (javelin), legendary (requires attunement) Shield, very rare (requires attunement)
This javelin is originally the gnomon of the Apotheose This shield is originally the face of the Apotheose Dial, a
Dial, a mythical artifact capable of sending its users mythical artifact capable of sending its users through
through space and time. The javelin is a powerful magic space and time. The shield is a powerful magic item in
item in its own right, capable of altering the passage of its own right, capable of changing dimensional lengths
time for its wielder. around its wielder.
You have a +2 bonus to attack and damage rolls made You have a +1 bonus to your AC while you wield this
with this magic weapon, and you deal an additional 1d6 magic shield. This bonus is in addition to the shield’s
force damage whenever you hit with it. normal bonus to AC.
Chronostatic. When you make a thrown attack with Distant Step. While attuned to this shield, you contract
this weapon, it reappears in your hand immediately after the fabric of space around you. Your walking speed
it hits or misses. increases by 10 feet.
Stable Passage. While attuned to this weapon, you Manipulate Space. This shield has 5 charges for
cannot be magically aged against your will. the following properties, and regains 1d4+1 expended
Manipulate Time. This weapon has 5 charges for charges daily at dawn. While holding the shield, you can
the following properties, and regains 1d4+1 expended expend the necessary number of charges to activate a
charges daily at dawn. While holding the weapon, you property.
can expend the necessary number of charges to activate a
●● Alter Dimensions. As an action, you can expend 2
property.
charges and cast enlarge/reduce (spell save DC 17),
●● Accelerate. As a bonus action, you can expend a without providing somatic or material components. If
charge and make one attack with the weapon. If you hit you target yourself with the spell, damage does not
your target, you can make one additional attack against break your concentration on it.
it with the weapon. ●● Fold Distance. You can use an action to bash a target
●● Time Warp. As a bonus action, you can expend a with this shield. Make an attack roll against a target
charge and teleport either to a space you can see within within reach. On a hit, you deal force damage equal
30 feet of you, or the space you occupied at the start of to 1d4 + your Strength modifier, and if the target is no
your turn. If the target space is currently occupied, this more than one size larger than you, you can expend
bonus action fails. up to 3 charges to push it away from you. The target is
pushed up to a distance of 15 feet for each charge you
Apotheose Dial. This weapon emits a low vibration spend.
while within 100 feet of the Dimensional Sieve. This
effect is suppressed when both objects are physically Apotheose Dial. This shield emits a low vibration while
combined. within 100 feet of the Chronostad Needle. This effect is
suppressed when both objects are physically combined.

Chronostad Needle

Dimensional Sieve

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Magic Items Axonomaly
Weapon (battleaxe and warhammer), uncommon
Each item is presented in alphabetical order. An item’s
(requires attunement)
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed. This weapon’s physical state never seems to settle no
The following items hold unfathomable power that can matter from which angle one looks at it. Those who wield
change the course of a game. GMs should be careful this weapon usually require discretion and flexibility.
when adding an artifact to the game. This magic weapon is simultaneously a battleaxe and
warhammer. Whenever you make an attack with this
magic weapon, you decide which weapon you attack with.
Aeon Shard
Whenever you hit a creature with this weapon, you deal
Wondrous item, rare
a bonus 1d4 force damage to it. This bonus increases
This crystal shard glimmers with potential energy. As to 1d8 if the target is an aberration or an extratemporal
an action, you can attempt to glimpse your future self being.
within a crystal you hold. Make a DC 17 Intelligence Dimensional Upgrade. If this weapon is refined at a
check. If you succed, you cast a special version of augury Dimensional Forge, its rarity increases by 1 tier and you
without providing spell components. The spell bestows gain access to one of the following properties of your
you information about your next 8 hours instead of 30 choice, provided their requirements are met. The weapon
minutes. Regardless of whether you succeed or fail the can only have up to three of the following properties at
check, this action cannot be taken again for 1d6+4 days. one time, and the GM decides whether you can replace
one property with another through reforging. You cannot
choose the same property more than once unless
otherwise indicated.

Dimensional Rift. The weapon gains a +1 bonus to its


attack and damage rolls. This property can be gained
multiple times, which cumulatively increases this bonus
by 1. Selecting this property again still counts towards
the limit.
Illusory Perspective (Requires proficiency with
Arcana or Perception). As a bonus action, you can
magically rotate the weapon such that it appears to be
a small harmless ornate rod. A creature can discern
its true nature by succeeding on a DC 15 Intelligence
(Investigation) check. You can use another bonus action
to revert the rod to its original form.
Snagging Edge (Requires Intelligence of 13 or higher).
When you hit a creature with this weapon, you can
choose to deal no damage and instead force it to make
a DC 15 Strength saving throw. On a failed save, it
drops one object of your choice it is holding.

Boundless Sponge
Wondrous item, rare
One of the stranger artifacts stored in the Sanctum
Infinfite, this sponge bears strange holes that seem to
tessellate forever.
This sponge endleslly absorbs any open or unattended
liquid it is placed into at a rate of 1 gallon per hour.
For every cumulative thousand gallons of liquid it has
absorbed, the absorption rate is halved. You can use an
Axonomaly action to squeeze up to 1 gallon of absorbed liquid from
this sponge.

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Contradent

Contradent
Weapon (trident), uncommon (requires attunement)
It is always unclear how many prongs protrude from this Eternal Parchment
trident-like weapon. Those who wield this trident can
effectively maintain distance from the deadlier temporal
scavengers.
Eternal Parchment
This magic weapon partially breaches into higher Wondrous item, common
dimensions. Whenever you hit a creature with this
weapon, you deal a bonus 1d4 force damage to it. This The clerks of the Infinity Guard maintain their records
bonus increases to 1d8 if the target is an aberration or an in extremely tidy fashion, storing billions of books’ worth
extratemporal being. of information in a single shelf, but the time it takes to
find any archived information tends to take longer than a
Dimensional Upgrade. If this weapon is refined at
lifetime.
a Dimensional Forge, its rarity increases by 1 tier and
it gains one of the following properties of your choice, This roll contains magical parchment of seemingly infinite
provided their requirements are met. The weapon can length. You can draw and write onto the parchment
only have up to three of the following properties at one indefinitely; information previously written on the
time, and the GM decides whether you can replace one parchment seems to disappear when out of view and
property with another through reforging. You cannot create additional writing space. The magical parchment
choose the same property more than once unless resists most mundane wear and tear. If torn, the
otherwise indicated. information written on it fades away.
The parchment displays only 2 pages’ worth of
Hyperspear (Requires proficiency with Arcana). The information at a time. You must use an action to slide
weapon has 3 charges and regains 1d3 expended the parchment up or down to reveal other information
charges at dawn. As an action, you can expend a charge already stored on the parchment.
and throw this trident in a straight line out to 60 feet.
Make one attack roll against each target in this line. If
you hit a target this way, you roll three times as many Fractal Chakram
damage dice for the bonus force damage you deal. Weapon, exotic, uncommon
Multiplanar Prongs. The weapon gains a +1 bonus to its Chakram. This basic ring-shaped weapon is a martial
attack and damage rolls. This property can be gained weapon used only by those familiar with their design. It has
multiple times, which cumulatively increases this bonus the Light, Finesse, and Thrown properties with a range of
by 1. Selecting this property again still counts towards (30/120), and deals 1d6 slashing damage on a hit.
the limit. Eternal Cuts. The edges of this chakram have infinitely
Superpositional (Requires Intelligence of 13 or higher). recurring blades. When you hit a target with this magic
The weapon is simultaneously thrown and not thrown. weapon and roll for damage, you can roll an additional
When you make a thrown attack with this weapon, it damage die whenever you roll a 6 on the d6 and add it to
reappears in your hand immediately after the attack hits the total. Each time you roll another 6, repeat this process
or misses. again until you no longer roll a 6.

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Fractal Coil Hypermace
Weapon (whip), rare (requires attunement) Weapon (mace), uncommon (requires attunement)
This long whip spirals inward indefinitely, forming This mace’s physical state continues to shift whenever
beautiful geometric patterns that appear to waver on one’s perspective of it changes. Those who wield this
their own accord. Unlike other fractal weapons, this mace are usually tasked with capture and elimination.
whip can hunt and restrain targets with unparalleled This magic weapon partially breaches into higher
efficiency, provided its wielder is experienced. Chronoi dimensions. Whenever you hit a creature with this
Sentinels unable to obtain an anomalous weapon must weapon, you deal a bonus 1d4 force damage to it. This
train with this whip for the interim, but those who master bonus increases to 1d8 if the target is an aberration or an
it continue to use it well into their careers. extratemporal being.
Slip Between Flesh. You score a critical hit on a roll of
19 or 20 with this magic weapon. Whenever you roll this Dimensional Upgrade. If this weapon is refined at a
weapon’s damage dice, you can roll an additional damage Dimensional Forge, its rarity increases by 1 tier and you
die whenever you roll a 4 on the d4 and add it to the total. gain access to one of the following properties of your
Each time you roll another 4, repeat this process again choice, provided their requirements are met. The weapon
until you no longer roll a 4. can only have up to three of the following properties at
one time, and the GM decides whether you can replace
Spiral Bind. The topology of this weapon requires a
one property with another through reforging. You cannot
strong mind to comprehend. If your Intelligence is 13 or
choose the same property more than once unless
higher, you also gain access to this property. As an action,
otherwise indicated.
you can attempt to restrain a target within reach using
this weapon’s infinite fractal pattern. Make an Intelligence Beyond Facet. The weapon gains a +1 bonus to its attack
check contested by the target’s Intelligence check. On a and damage rolls. This property can be gained multiple
success, the target is restrained and can use an action on times, which cumulatively increases this bonus by 1.
each of its turns to repeat the contested check, ending the Selecting this property again still counts towards the limit.
condition on a success. Until the restraint ends, a target
Hypercage (Requires Intelligence of 13 or higher). The
cannot move beyond the reach of the weapon and you
weapon gains 3 charges and regains 1d3 expended
cannot attack another target with this weapon.
charges at dawn. Immediately after you hit a Large or
smaller target with this weapon, you can use a bonus
action to encase it in a translucent hypercage of force.
The target is grappled for 1 minute, and can make a DC
13 Intelligence save at the end of each of its turns. On a
success, it escapes the hypercage and ends the grapple.
Multiplanar Force (Requires proficiency with Arcana
or Religion). The weapon’s bonus damage increases
to 1d8 instead of 1d4, and if you hit an aberration or
extratemporal being, the bonus becomes 1d12 instead
of 1d8.

Fractal Coil

Hypermace

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Junction Anchor
Wondrous item, very rare
The junction anchor is designed to appear as a stone and
brass bracelet mundane in appearance. A small triangular
clip unlatches the bracelet.
Each junction anchor is attuned to a specific temporal
plane of existence, typically the Timeless Expanse.
When you wear a junction anchor while on the plane
the bracelet is attuned to, you gain the ability enter
temporal streams and physically manifest inside them as
an action. Any equipment or objects you are carrying also
travel with you. The bracelet’s complicated latch requires
1 minute to unlatch. If the bracelet is ever removed from
your body, either through unlatching, a magical effect,
or severance of a limb, both you and the anchor are
immediately sent back to the attuned plane at the point
where you entered the stream.
When you wear a junction achor while inside a temporal
stream such as the Finite Continuum, you are immediately
shunted to the plane the bracelet is attuned to.

Minute Sand
Wondrous item, very rare
As an action, you can rotate this 6-inch hourglass and
Infinity Edge
speak its command word to gradually reverse time in
a 60-foot radius around it. For the next minute, objects,
structures, and the environment in the area flow
backwards in time, undoing any events of the past minute
over the duration. At GM’s discretion, broken doors
Infinity Edge mend, explosives coalsece, and fallen rocks soar upwards.
Weapon (dagger), very rare (requires attunement) Creatures in the area remain unaffected.
This blade seems to thin to an impossible cutting edge. Once used, this action cannot be taken again until the
Each swing with it threatens to tear the very air itself. next dawn.
Only the most capable combatants, those as keen as the
blade, know how to wield it safely and effectively.
Parabox
Vanishing Edge. You have a +2 bonus to attack and Wondrous item, uncommon
damage rolls you make with this magic weapon, and you
This 1-foot cube wood and brass trim box has six faces,
score a critical hit on a roll of 19 or 20 with it.
each with a small hatch. Opening each hatch reveals a
Fission Wave. As an action, you can make a single 1-foot cube storage space, allowing the box to hold up to 6
straight slice in the air, creating a wave that cuts through times its volume. This box only compresses space and is
nearly all nonmagical objects within 15 feet of you in not considered to hold an extradimensional space.
a 90-degree arc. This slice instantly cuts through with
organic material such as flesh, wood, or sponge and any
soft inorganic material such as foam or nylon, provided Saber Atomica
they are not being worn or carried. The slice also creates Weapon (shortsword or scimitar), uncommon
a 3-foot deep incision in hard materials like glass or stone, The infinitely small cutting edge reflects the chaotic
a 1-foot deep incision in strong materials like metal, or nature of the Place Outside Time. chronoi patrol in the
a 3-inch deep incision in specially sturdy materials like Infinity Guard carry these weapons to more effectively
adamantine, epikor, or starcore metals. Creatures in the eliminate their targets.
path of this cut must also make a DC 15 Dexterity saving
Eternal Cuts. This blade bears an infinitely recurring
throw, taking 3d6 necrotic damage on a failed save or half
sawtooth edge. When you hit a target with this magic
as much on a success. You can use this property three
weapon and roll for damage, you can roll an additional
times, and regain expended uses at dawn.
damage die whenever you roll a 6 on the d6 and add it to
the total. Each time you roll another 6, repeat this process
again until you no longer roll a 6.

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57
Superposition Charm

Stenographer’s Folio

Stenographer’s Folio
Wondrous item, uncommon
Wizards or wealthy students who cannot be bothered Superposition Charm
with the effort of note-taking turn to this notebook. Wondrous item, very rare
However, they find more use as eavesdrop tools among
thieves and investigators. Chronoi Wardens of the Infinity Guard gain these charms
along with their rank promotion to ensure they do not
When found, each book contains 12 (2d6+5) pages of prematurely fall in battle. The few who used its power
blank magical parchment. You can use an action to tear have described the feeling of simultaneous conscious and
a page from the book. When a creature within 10 feet unconscious states as “existentially terrifying.”
of the page speaks its command word (usually “Begin
Transcript”), the page magically transcribes the words Dual-State. If you are reduced to 0 hit points while you
spoken by a creature within 10 feet of it. If the spoken wear this charm, you can use a reaction to delay falling
language does not have a written alphabet, the page unconscious or dying by superimposing your personal
does not record it. If multiple creatures are within 10 state between consciousness, unconsciousness, and
feet of the page, it only transcribes the words spoken by death. While you remain superimposed, you don’t need to
the creature closest to it. Each page can transcribe up to make death saves, but you still fail death saves as normal
100 words, after which it becomes a piece of nonmagical whenever you take damage. Until this superposition ends,
paper (the transcribed words remain). roll a d20 at the end of each of your turns or whenever
The page can also be used to reduce the time and gold you would die. On a roll of 11 or higher, you remain
required to copy a spell into a spellbook. You can use 2 superimposed. On a roll of 10 or lower, the superposition
pages for each level of the spell you copy, which halves ends. This state also ends if you regain any amount of hit
the time and gold required to copy it. points.
When the superposition ends, you return to
●● Copied Spell (2 pages per level). If a spell copied consciousness, unconsciousness, or death depending on
onto the page targets one creature and requires only your current circumstance. You become conscious if your
1 action to cast, it is cast on the book wyrm. If the hit points are higher than 0; you fall unconscious if you
spell requires the wyrm to make a saving throw, it have less than three death save failures; you die if you
automatically fails. have more than three death save failures or death caused
●● Horror Story. If the page contains a terrifying story, the you to end the superimposition. If you die when the
book wyrm is frightened. superposition ends, you cannot be revived by any effect
short of a resurrection spell.
●● Romance Story. If the page contains a touching story,
Once you use the charm’s reaction, the charm’s
the book wyrm is charmed.
marble crumbles and the rest of the charm becomes a
nonmagical mundane trinket.

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58
Vanishing Point
●● Dimensional Tunnel (5 charges). Over the course
Weapon (rapier), legendary (requires attunement by a
of a minute, you can draw a complex geometric solid
character with an Intelligence of 13 or higher)
with the rapier and magically slice through reality.
The tip of this rapier tapers to an imperceivable tip. You create a three-dimensional portal that occupies
Records say the rapier was not forged, but found by an a 10-foot cube, linked to a plane of existence of your
intrepid Chronoi Warden in the Voidhollows. Temporal choice. You can specify a target destination in general
analysis indicates an origin of indeterminate age, terms, such as the Winter Court in the Glimmerreach
suggesting it either existed since the dawn of time or was or the Ashkasm in the Cinderdeep. For the next minute,
left behind by a temporal visitor. creatures and objects that pass through the portal are
Advanced Weapon. Only creatures with an Intelligence teleported to the chosen destination. Unless you have
score of 13 or higher can attune to this magic weapon. traveled there before, the GM decides where you arrive.
For example, if you are traveling to the Ashkasm, you
Zero Apex. You have a +1 bonus to attack and damage
may arrive at the foot of the Furnal Bridge or atop the
rolls you make with this weapon, and you score a critical
Netherpeak; if you are generally unfamiliar with the
hit on a roll of 19 or 20 with it.
destination, you arrive off target, up to 20 miles from
Puncture Reality. This weapon has 5 charges for the
the destination.
following properties, and regains 1d4+1 expended charges
daily at dawn. While holding the weapon, you can expend
the necessary number of charges to activate a property. Vase of Many Faces
Wondrous item, uncommon
●● Distant Tear (1 charge). As a bonus action, you can
Some say the art of magic is a matter of perspective
swing this rapier and magically alter distances. You
and this odd clay vase certainly puts that to the test.
create a floating tear in reality that connects your space
Manipulating the silhouette of the vase physically alters
and another space within 30 feet of you, which you can
the artisan through some intrinsic spiritual link.
see through. You can choose to step through it as part
of the bonus action if the target space is unoccupied, This soft clay of the vase easily changes shape. The vase
or make one weapon attack with the rapier against a has 3 charges and regains expended charges daily at dawn.
creature within 5 feet of the target space. The tear then Over the course of a minute, you can expend 1 charge
immediately closes. to sculpt the vase into a different shape and change your
●● Spatial Cleave (3 charges). As an action, you can slash face to that of another’s. You decide what you look like,
this rapier downwards and magically slice through the including your facial features, sound of your voice, hair
fabric of space. You create a three-dimensional portal length, coloration, and distinguishing characteristics, if any.
that links an unoccupied space within 5 feet of you and You can make your face appear as a member of another
another within 500 feet of you. If there is no available race, though none of your statistics change. This alteration
space for a portal, this action fails but the charges lasts for 1 hour, or 4 hours if you are proficient with potter’s
remain expended. For the next minute, when a creature tools.
or object that is Large or smaller enters a portal’s space,
it immediately exits from the other linked portal moving
in the same direction. If there is no space for a creature
or object to exit from a portal, it simply passes through
the entry portal. You can use another action to dismiss
the portals.

Vanishing Point

Rites of the Infinity Guard


59
“It’s just a fun beach day. What’s the worst that can happen?”

Compendium \ The Halcyon Coast


60
The Halcyon Coast Dampening Bucket
Wondrous item, common
Original Release: July 2022 Sand artisans use buckets like these to build their statues
This section features items that may be found on a coastal and fortresses on the beach. Sand structures crafted from
adventure, be it a relaxing beachside excursion or a this bucket retains more water than usual, taking ten
dangerous grotto exploration. The original compendium times longer to dry out and crumble.
expands on these locations through the Halcyon Coast
and Seren Beach. Fairweather Kite
Wondrous item, common
Magic Items
This kite is attached to a 200-foot long string. If you
Each item is presented in alphabetical order. An item’s attempt to fly this kite in an area of still air, the kite
description gives the item’s name and category; if the item summons a light harmless breeze to lift it into the sky.
is magical, its rarity and its properties are also listed.

Fulgurite Totem
Conchuest of Seas Wondrous item, uncommon
Weapon (lance), rare (requires attunement)
Some areas of the Halcyon Coast are more prone to
The fisherfolk of the Halcyon Coast must make do with lightning strikes, be it peaks of certain beach dunes or
what materials they have for protection, from the heavy the sand around a dead tree. The lightning transforms
shells of giant oysters to the long spires of the stiletto the sand into fulgurite, which are harvested as totems for
conch. Famous waveriders sometimes pass on their travelers who wish to avoid stormy misfortune.
lances to a new generation of protectors when they retire,
piling additional enchantments and magic onto it. Lightning Thief. Whenever you take lightning damage
while you carry or wear this totem, you can use a reaction
You have a +1 bonus to attack and damage rolls made to reduce the damage taken by 2d6. Then roll a d20. On a
with this weapon. This lance has 5 charges for the roll of 10 or lower, the totem shatters and cannot be used
following properties and regains expended charges daily again.
at dawn. Rare Variant. The damage taken is reduced by 3d6
Shell Spire. While you wield this lance, you can use a instead.
bonus action to expend a charge and increase its reach to
20 feet until the end of your turn.
Tidal Surge. While you wield this lance, you can use
a bonus action to expend a charge and surge up to 30
feet in a straight line in a direction of your choice. If
you have moved at least 20 feet this way, you can
immediately make one melee weapon attack
against a target within reach, and you deal
an extra 2d8 cold damage on a hit. When
you use this property, you can expend 1
additional charge to briefly transform into
water during the movement, allowing
you to pass through spaces as narrow
as 1 inch. If you are mounted, your
mount also moves with you, and
it also briefly transforms into
water if you transform.

Conchuest of Seas

Compendium / The Halcyon Coast


61
Guardian Whistle Lamp of the Lightkeeper
Wondrous item, uncommon (requires attunement) Wondrous item, legendary (requires attunement by a
Life guardians of the Seren Beach each wear a mundane spellcaster)
whistle around their necks for danger, but senior Before the Halcyon Lighthouse and its enchanted
guardians enchant theirs with a simple charm for greater autonomous lamp was built, visitors to the Halcyon Coast
wardship, for every second counts when a victim is were guided by a mage tower home to a studious wizard.
drowning. They guided ships and travelers atop the Sunwrought
A sculpted piece of wood is embedded into this nautilus tower using a series of complex lenses powered by a
shell, sounding a whistle that can be heard up to 100 feet magical lamp. Not only was the wizard an accomplished
away. While you wear this whistle on your body, you can marine scholar and custodian, they were also a protector
use a bonus action to blow it and move up to your speed and adventurer in times of need, wielding their magical
directly towards an ally that is either suffocating or does lamp against the forces of darkness.
not have all their hit points. You can use a bonus action to turn a dial and light this
lamp, which sheds bright light out to 30 feet and dim light
for an additional 30 feet. A lightly obscured area becomes
unobscured while illuminated by the bright light. The light
lasts until you deactivate it using another bonus action.
Soothing Glimmer. If a creature spends the duration of
a short rest inside light shed by this lamp and spends hit
dice to regain hit points, it regains an additional 1d8 hit
points.
Guiding Light. This magical lamp can be used as a
spellcasting focus. While you hold this lamp and it is
shedding bright light, you can cast at will a special version
of guidance that can target a creature inside the lamp’s
bright light (instead of a creature you touch). Additionally,
whenever you cast a spell that deals radiant damage
Guardian Whistle through this lamp, you can roll a d8 and add it to the total
damage.
Home Beacon. While holding this lamp, you can use an
action to designate a willing creature you see within 20
feet of you as a ward of this lamp. As long as the warded
creature is within 1 mile of this lamp and the lamp is
shedding bright light, it always knows the shortest and
most direct physical route (but not necessarily the safest
route) to the lamp. You can only have up to five creatures
Lamp of the Lightkeeper designated as wards at any time. A creature remains
warded until you use another action to end it or until you
end your attunement to the lamp.
Additionally, immediately after a warded creature you
can see takes damage from an enemy, you can use your
reaction to teleport it to an unoccupied space inside the
lamp’s bright light. You can use this reaction once and
can’t do so again until you finish a short or long rest.
Spellcasting. This lamp has 10 charges and regains
1d6+4 expended charges daily at dawn. While holding
this lamp, you can use an action to expend the necessary
number of charges to cast one of the following spells
from it, using your spell save DC and spell attack bonus:
beacon of hope (3 charges), daylight (2 charges; the spell
targets the lamp), fire shield (5 charges; you can only
choose the warm shield, which deals radiant instead of
fire damage to attackers), fireball (3 charges), guiding bolt
(1 charge), faerie fire (1 charge), moonbeam (2 charges),
protection from evil and good (1 charge).

Compendium \ The Halcyon Coast


62
Ocean’s Edge
Weapon (shortsword or scimitar),
very rare (requires attunement)
The ancient druids of the seas forged this sword from Ocean’s Edge
crystalline sand and natural saltwater, imbued with the
primal magic of land and sea. The weapon embodies
the waves and tides that push and pull the ever-changing
shoreline, a conflict captured in moments on the blade.
While attuned to this magic weapon, you have a swim
speed equal to your walking speed and you ignore difficult
terrain caused by water.
Dance of Sand and Sea. This weapon has 3 charges
for the following properties. The charges represent the
cyclic pulse between water and sand; as the weapon
gains charges, its blade fills with seawater.

●● Will of the Shore. You have a bonus to attack and


damage rolls made with this weapon depending
on how many charges it has. The bonus equals 3
minus the number of charges it currently has, from a
minimum of 0 to a maximum of 3.
●● Will of the Ocean. While this weapon has 2 or more
charges, you gain resistance to cold damage and can
breathe underwater. Additionally, while you wield the
weapon, the blade grants a +1 bonus to your AC.
●● Crushing Tsunami. As an action, you can swing the
weapon and expend any number of charges from it,
releasing a deluge of water in a horizontal 90-degree
arc in a direction of your choice. The arc emanates
from you, out to a number of feet equal to 10 times the
number of charges expended. Each creature in the arc
must make DC 15 Strength saving throw, taking 4d8
bludgeoning damage on a failed save or half as much
on a success. A Large or smaller creature that fails this
save is pushed away from you up to the rim of the arc. Pail of Excess Sand
●● Reclaim the Sea. This weapon does not regain Wondrous item, uncommon
charges each day. Instead, whenever you take High-end beach wardens keep an enchanted pail like this
bludgeoning or cold damage from an effect caused by to replenish sand lost to natural elements. The origin of
water or ice, you can use your reaction to regain one the sand has since been lost to time, but some suspect
expended charge. Once between long rests, you can the pail pulls sand from a desert elsewhere.
submerge this weapon in seawater for an hour, after
This wooden pail appears to be empty upon inspection.
which it regains 2 expended charges.
As an action, you can flip over this pail and speak one of
three command words, where upon an amount of sand
pours out of the pail. The sand stops pouring out at the
Pale of Excess Sand start of your next turn. Choose from the following options:

●●“Clump” produces 1 gallon of damp sand roughly in the


shape of the bucket.
●●“Stream” produces 3 gallons of dry sand.
●●“Spray” produces 1 gallon of sand that billows out in a
10-foot cone. As a bonus action, you can orient the pail
in one direction, forcing one creature of your choice in
the cone to make a DC 13 Constitution saving throw.
On a failed save, the creature is blinded until the end of
its next turn.

Compendium / The Halcyon Coast


63
Sand Disc Buckler
Wondrous item, rare (optional attunement by a Druid,
Ranger, or Nature-themed character)
This shield is crafted from the remains of a giant sand
disc, a type of sea urchin that occasionally washes up
along the Halcyon Coast. An imbued enchantment allows
its dried husk to retain a fragment of its original marine
life properties.
While you wield this magic shield, you have a +1 bonus
to your AC. This bonus is in addition to the shield’s
normal bonus to AC. Additionally, you have resistance to
bludgeoning and cold damage caused by a water-based
effect as you interpose the shield before you.
Optional Attunement (Druid, Ranger, or Nature-
themed character Only). If you attune to this shield, you
can extend this protection to your allies. If a water-based
effect extends from one source in a line or cone towards
you, you can choose to raise the shield and block the flow
of water (no action required). You split the water and
prevent the effect from affecting targets in a 60-foot cone
behind you, directly opposite from the water’s source.

Seaward Amulet
Wondrous item, common

Sand Disc Buckler Tide druids and beachwardens always carry this small
sapphire amulet.
While you hold this amulet, you can use an action to
concentrate on it and learn the direction towards the
nearest large body of saltwater.

Shell Shock
Weapon (mace), rare (requires attunement)
This mace isn’t much more than an stormpike shell on a
stick, but it gets the job done. Druids and rangers modify
the transmutation enchantments embedded in the rod to
regrow the shells to their preferred shapes.
You have a +1 bonus attack and damage rolls made with
this magic weapon.
Shell. While you wield this weapon, you can use an
action to launch its shell in an high arc at a point you can
see within 20 feet of you. The shell shatters upon impact.
Each creature within 5 feet of the target point must make
a DC 15 Dexterity saving throw, taking 4d6 piercing
damage on a failed save or half as much on a success.
Once you use this property, you can’t use it again until
the shell regrows. It regrows daily at dawn and once per
day, it can also regrow if submerged in natural saltwater
for an hour. Until the shell regrows, the weapon is a club.
Shock. Whenever you hit a target with this weapon
while its shell remains, you deal an additional 1d4
lightning damage.
Shell Shock

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64
Sunward Parasol Tidepool Staff
Shield, uncommon (optional attunement by a Cleric, Weapon (quarterstaff), rare (requires attunement)
Paladin, or other Light-themed character) Soft sponge and anemone has formed this flexible staff,
This fabric parasol has been enchanted with additional empowered by a sliver of tidal magic retained by the
abjuration magic to protect guests of the Amity Shore marine critters. The life guards at Seren Beach keep a
Retreat from harsh sunlight. They come in a variety of couple around as flotation assistants.
colors and typically bear the sunny logo of the Retreat. You have a +1 bonus to attack and damage rolls made
This parasol can be used as basic shelter from weather or with this magic weapon. While attuned to it, you gain a
as a shield. Thanks to its odd cumbersome form, only a swim speed equal to your walking speed and you can
character with a Strength score of 13 or higher can wield hold your breath for an additional 5 minutes before you
this shield. begin to suffocate.
Sunblock. While you wield this magic shield, you Ebb and Flow. Whenever you hit a Large or smaller
are protected from the negative effects of extreme hot creature with a melee attack using this weapon, you can
weather caused by harsh sun. Additionally, whenever you attempt to move it with the tide. The target must make a
take radiant damage, you can use your reaction to gain DC 15 Strength saving throw. On a failed save, you either
resistance to that instance of damage. push it up to 10 feet away from you or move it up to 10
Optional Attunement (Cleric, Paladin, or other Light- feet to another space within your reach.
themed character Only). If you attune to this shield, you Buoy. While you hold this staff, you can use a bonus
can extend its protection to your allies. Whenever an action to decrease this staff’s density so it can float to the
effect deals radiant damage to you or an any ally within surface of any liquid. It can support creatures and objects
5 feet of you, you can use your reaction to grant you and that weigh up to 500 pounds on its way to the surface.
those allies resistance to that instance of damage. This property lasts until you touch the staff and use
another bonus action to end it.

Tinted Solar Lenses


Wondrous item, common
While you wear these sunglasses, you have advantage on
saving throws made to resist being blinded by bright light.

Tidepool Staff

Sunward Parsasol

Compendium / The Halcyon Coast


65
Torrentializer

Torrentializer
Weapon (light crossbow), rare
Each blaster is fitted with a Rehydrant Battery Mark 5, a
oil-lined pod enchanted with endless water, though it can
still function attached to any mundane water source. The
blaster is most popularly used as a piece of watersport Tranquility
equipment, though fire brigades and thematically
appropriate adventurers find practical use.
Tranquility
This blaster uses water as ammunition instead of bolts. Wondrous item, instrument, very rare (requires
When you hit a target with water shot from this blaster, attunement by a bard)
you either deal bludgeoning damage or cold damage
Bards of the Halcyon Coast craft smaller lutes called
(your choice) instead of piercing damage. If you deal
ukulutes, whose brighter tone make them excellent
bludgeoning damage to a target this way and reduce
complements for peaceful songs. On slow summer days,
it to 0 hit points, you can choose to knock your target
their calming tunes sound across the beach to soothe
unconscious.
weary travelers.
Deluge Nozzle. This blaster has a secondary stream
mode. You can use a bonus action to charge up the blaster This ukulute can be used as a spellcasting focus. While
with water. Once charged, you can use an action to holding the instrument, you gain a +2 bonus to the saving
release in a line that is 5 feet wide and 20 feet long. The throw DC of your bard spells and you can play it to cast
line extends out from you in a direction of your choice. dancing lights.
Each creature in the line must make a DC 13 Strength Song of Recovery. While attuned, you and allies that
saving throw. A target that fails the save takes 2d6 benefit from your Song of Rest feature receives the
bludgeoning or cold damage (your choice) and is knocked maximum result from the die rolled for Song of Rest.
prone. If you deal bludgeoning damage to a target this Calming Song. While you hold this ukulute, you can
way and reduce it to 0 hit points, you can choose to cast calm emotions from it, which targets all creatures
knock your target unconscious. You also push Medium or in a 30-foot radius centered on you (instead of its normal
smaller objects in the line 10 feet away from you. range). Once cast, this spell can’t be cast again until the
Self-Refill Battery. This nonmagical blaster is next dawn.
supplied by a magical battery that refills it with endless Hero Song. While you hold this ukulute, you can cast
ammunition. The blaster still functions if the battery heroism at 5th level from it. When you cast it, you can
is removed, provided it is connected to another water change its range to 30 feet instead of touch, but the
source. It consumes 8 ounces of water per shot or 5 targets must be able to hear you. Once cast, this spell
gallons of water for each use of Deluge Nozzle. can’t be cast again until the next dawn.

Compendium \ The Halcyon Coast


66
Wand of Clams Waveskimmer Shieldboard
Wondrous item, uncommon (requires attunement) Shield, rare (requires attunement)
Clams may not be the deadliest creature, but they can be Buoy. The shield magically floats to the surface of any
very nippy as a swarm. Tide druids sometimes channel liquid at a rate of 60 feet per round. You can use a bonus
their clams with such a wand. action to touch this shield and magically suppress this
While wielding this wand, you can use an action to property until you use another bonus action to activate it
summon 2 clams in an unoccupied space you can see again.
within 30 feet of you. Up to 10 clams can occupy the Surf’s Up. You can use this shield to skim across liquid
same space. Each clam is a Tiny fey creature with AC surfaces such as water, acid, snow, or even lava. As a
13, 1 hit point, blindsight 10 feet, and a strength score of bonus action, you can place the shield on the liquid, stand
0. If a clam must make a saving throw, it automatically on it, and speak its command word, magically compelling
fails. Each clam lasts up to 1 minute, or until it dies, after it to move over the liquid. The shield skims up to 40 feet
which it disappears. across the liquid in a straight line unless redirected by
Summoned clams share your initiative order, but take you or the liquid (GM’s discretion). Whenever you attempt
their turn immediately after yours as a group. On each to redirect the shield’s path by more than 45 degrees or
of their turns, you can command each clam to move up whenever this movement ends, make a DC 13 Dexterity
to 5 feet and bite a creature within 5 feet of it (no action (Acrobatics) check. On a failure, you lose your balance
required). Make one melee attack roll against each target and fall into the liquid. On a success, you redirect the
attacked by at least one clam and add a bonus to the roll shield’s path or stay standing on the shield, potentially
equal to the number of clams involved in that attack. On using the bonus action again on your next turn to skim
a hit, a target takes 1 piercing damage for each clam the liquid.
involved in the attack.
Other Items
Wave Runner Suit The items in this section are non-magical items a
Wondrous item, uncommon character may find on a beach or obtain from a beachside
general store.
This suit has one charge and fits well over any humanoid
that wears it, typically covering most of the body in its
tight material. If you have a swim speed, it increases by Radiance Balm
10 feet while you wear this suit. Adventuring gear
While you wear this suit, you can use an action to Each bottle of balm contains 8 ounces of radiance balm.
activate its internal magic and cast water walk on yourself, Over the course of a minute, you can smear 1 ounce
allowing you to walk only on water surfaces for the of balm over your body, which protects you from the
duration of the spell. Once this spell has been cast from negative effects of harsh sunlight for the next 4 hours.
the suit, the spell cannot be cast from it again until the
next dawn.
Ragebristle Spine
Weapon (dart)
Spines from the ragebristle urchin carry with them a
deadly venom that causes a victim’s heart to pound
uncontrollably. They deter gulls and cod from preying on
the urchins in the wild, but capable assassins use them to
cause unbridled chaos.
You deal an additional 1d4 poison damage to creatures
you hit with this dart. A creature that takes this damage
must make a DC 13 Wisdom saving throw. On a failed
save, the creature rages and must immediately use its
reaction to move in a random direction as far as it can
up to half its speed. If the creature is a barbarian who
has the Rage feature, it must expend a use of it. When
an affected creature ends this movement, it makes one
melee weapon attack against a creature within reach.
Once you have made an attack with this dart,
regardless of whether it hit or missed, you must use an
action to carefully retrieve it without pricking yourself.
Ragebristle SPine

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67
“It’s alive! It’s aliiiiive!”

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68
The Polymer Lab
Original Release: May 2022
The items in this section are related to biomancy or other
form of magically biological enhancement, including
reanimation, resurrection, and permanent physical
alterations. Many of them deal with blood, death, and
other potentially gross bodily functions.

Artifact: Arathin’s Rod


A powerful artifact is presented in this compendium,
capable of endlessly reviving armies or forcing enemies
into eternal servitude. Though it is not sentient, its Arathin’s Rod of Reanimation
corrupting power can drive a long biomancy campaign.

Arathin’s Rod of Reanimation Reanimate. While holding


Weapon (quarterstaff), artifact (requires attunement) this rod, you can expend 7
charges to cast raise dead. You
Attached to this rod is a hemoglobe containing a drop of can cast the spell normally by
blood from Arathin, the God of Knowledge and Death, providing the material components
stolen centuries ago by an unknown godslayer. The rod required, or cast a special version of it
itself is forged from tempered necropyre, fitted with that requires no material components. The
conduits that collects charge from the storming skies. special version revives a target with only a
With the blood as the catalyst, this rod can revive even portion of its original self and has the following
the most stubborn of enemies, and the lich-king Agonus changes:
wielded it to maintain his army.
You have a +3 bonus to attack and damage rolls made ●● You return the target to life even if it is unwilling.
with this magic weapon, and you deal an additional 1d8 ●● The target becomes partially undead. Its Intelligence
lightning damage to targets you hit with it. score is reduced to 15 unless it was already lower. It
Lightning Rod. While attuned to the rod, you are also has disadvantage on Dexterity saving throws and
immune to lightning damage. If an ally within 5 feet advantage on saving throws made to resist poisons.
of you would take lightning damage, you can use your Finally, it has immunity to exhaustion and ages five
reaction to grant your ally resistance to that instance of times slower.
lightning damage. ●● The target is charmed by you. This may manifest as a
Biomancy Magic. This rod has 7 charges for the feeling of debt, gratitude, or loyalty (GM’s discretion)
following properties and regains 1d4+3 expended and the target feels compelled to assist you, though
charges daily at dawn. If there was a natural it is still free to make its own choices. It also cannot
thunderstorm the previous day and the rod was exposed willingly harm itself.
to the sky for its duration, it regains all expended charges
These effects last until the target dies, or until you
instead. Additionally, if you would take 20 or more
cast raise dead on it and provide the required material
lightning damage from a single source, the rod regains 1
components. This spell still fails if the target is unwilling
expended charge.
to return to life. If you successfully cast this spell on the
Spellcasting. While holding the rod, you can use an target, the target returns to normal.
action to expend the necessary number of charges to cast
Once raise dead has been cast from the rod, it cannot
one of the following spells without providing material
regain charges for 7 days.
components (spell save DC 17): call lightning (3 charges;
Destroying the Rod. The rod can only be destroyed if
the lightning flashes from the rod instead of the sky),
it is returned to the soul-laden city of Iridell in the Hollow
false life (1 charge), guiding bolt (1 charge; spell deals
Plane where Arathin’s body still resides, and the blood
lightning damage instead of radiant), ray of enfeeblement
in the hemoglobe is reabsorbed by the body. However, if
(2 charges), revivify (3 charges; this spell cannot target
at least one creature reanimated by this rod’s raise dead
the same creature again for 7 days), speak with dead (3
spell still lives, the rod cannot physically be brought into
charges), unseen servant (1 charge).
the Hollow Plane.

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69
Polymutics Aberrant Claw
Wondrous item, polymutic, legendary (optional
Polymutics combine polymorph and transmutation into
attunement)
a permanent form of body enhancement. The “polymutic”
tag indicates an item is a polymutic. This claw is grown from an unidentified aberration with
Grafting Polymutics. Some polymutics require their psychic abilities. A sliver of the aberration’s mind lingers
recipients to undergo complex, lengthy, and dangerous inside the claw and sometimes acts of its own accord.
surgical procedures before they can gain the polymutic’s The Polymer Lab discontinued its development over
benefit. The rules for such painful procedures are detailed safety concerns following an undisclosed incident that left
below. several researchers permanently incapacitated. Only one
claw remains in the Umbravale vault, permanently locked.
Major Graft. A major graft polymutic replaces a vital part This claw is magically preserved from rot.
of a recipient or carries other unforeseen risks.
Major Graft. To gain its benefits, this claw must be
A mishandled procedure can directly kill a recipient,
attached to a willing recipient via a major graft procedure
so only a surgeon proficient in Medicine may attempt
that lasts 4 hours, which replaces the recipient’s arm.
such a procedure. For the duration of the procedure,
Once grafted, this claw cannot be removed without killing
the surgeon must make a DC 15 Wisdom (Medicine)
the recipient.
check at the end of each hour On a failed save, the
procedure goes poorly, which reduces the hit points Unearthly Grip. While this claw is grafted to you, you
and maximum hit points of the recipient by 3d8. If the can make unarmed strikes with it. On a hit, you deal
check fails by 10 or more, the recipient also gains one slashing damage equal to 2d8 + your Strength modifier
point of exhaustion. The maximum hit point reduction instead of the normal damage granted by an unarmed
lasts until the procedure is complete and the recipient strike. You can also telepathically communicate with
has completed a long rest, until restored by greater creatures you touch. You do not need to share a language,
restoration or similar magic, or until the recipient dies. but the creature must be able to understand at least one
If the recipient’s maximum hit points are reduced to 0 language.
this way, the recipient immediately dies and can only be Minor Sentience. At the GM’s discretion, the claw
revived by a resurrection spell or stronger magic. is a minor sentient item with a sliver of an aberration’s
Minor Graft. A minor graft polymutic replaces a non-vital mind. It has an Intelligence of 17, a Wisdom of 14,
part of a recipient. A mishandled procedure can hurt and a Charisma of 12. It has hearing and darkvision
a recipient, but causes irreversible harm. Still, only out to a range of 120 feet. The claw can telepathically
a surgeon proficient in Medicine may attempt such communicate with its recipient through images and
a procedure. For the duration of the procedure, the emotions if it chooses to reveal its true nature. It takes
surgeon must make a DC 15 Wisdom (Medicine) check pleasure in domination of enemy minds and seeks to
at the end of each hour. On a failed save, the procedure reconnect with its true body.
goes poorly and the recipient loses 2d8 hit points. Optional Attunement. You can also attune to this claw
while it is grafted to you. If you do, you gain the following
benefits:

●● Your Strength score increases by 1, up to a maximum


of 21, unless it was already higher.
●● When you hit with an unarmed strike made with this
claw, you deal an extra 1d8 psychic damage to it.
●● You can use the claw to grapple creatures up to
two sizes larger than you. You can also use a bonus
action to deal 3d8 psychic damage to a creature
you have grappled with the claw. If this damage
forces a target to make a saving throw to
maintain concentration, it has disadvantage
on the save.
●● You are immune to the blinded
condition, thanks to the claw’s
eldritch eyes.

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70
Dracon Tongue

Devil’s Sting

Devil’s Sting
Wondrous item, polymutic, uncommon (optional
attunement) Dracon Tongue
Wondrous item, polymutic, uncommon (optional
The tail is designed for direct grafting to a humanoid’s attunement)
spine, aided by a tendon and ligament growth formula.
No one is certain how this tail came to be, but it hopefully Despite its name, the tongue are not actually harvested
did not once belong to a fiend, as fiends can be vengeful from dragons. Instead, goat or cow tongues are infused
creatures. with a mixture of drake essence that grants them
draconic abilities. Some dragons may grant their essence
This tail is magically preserved from rot. as a gift or boon, while others have their stolen by black
Major Graft. To gain its benefits, this tail must be market hunters.
attached to a willing recipient via a major graft procedure
This tongue is magically preserved from rot.
that lasts 4 hours. If the recipient already has a tail, this
tail replaces that one. Once grafted, this tail cannot be Minor Graft. To gain its benefits, this tongue must be
removed without killing the recipient. attached to a willing recipient via a minor graft procedure
that lasts 4 hours, which replaces the recipient’s tongue.
Fiendish Barb. While this tail is grafted to you, you
Once grafted, this tongue cannot be removed unless the
gain the ability to make unarmed strikes with the tail.
recipient allows it.
On a hit, you deal piercing damage equal to 1d4 + your
Strength modifier instead of the normal damage granted Silver Tongue. While this tongue is grafted to you, your
by an unarmed strike. If the tail strikes a creature or Charisma score increases by 1 up to a maximum of 17,
object that deals fire damage upon contact, you have unless it was already higher. You also learn to speak and
resistance to that damage. understand Draconic.
Optional Attunement. You can also attune to this tail Optional Attunement. You can also attune to this
while it is grafted to you. If you do, you gain the following tongue while it is grafted to you. If you do, you gain a
benefits: draconic breath weapon if you don’t already have one.
When you take the Attack action on your turn, you can
●● Unarmed strikes made using the tail deal 1d6 piercing replace one of your attacks with an exhalation of magical
damage instead of 1d4. energy in a 30-foot line that is 5 feet wide. Each creature
●● You can manipulate objects with your tail. As a bonus in that area must make a Dexterity saving throw (DC = 8
action, you can use your tail to lift, carry, push, or pull + your Constitution modifier + your proficiency bonus).
objects or creatures within 5 feet of you that weigh no On a failed save, the creature takes 2d6 damage of the
more than 10 pounds. The tail cannot perform actions tongue’s infused type (usually fire). Once used, you can’t
that require fine motor skill, such as writing or picking use this property again until you finish a short or long rest.
a lock. If the tail interacts with a creature, object, or If you already have a breath weapon trait, you instead
effect that deals fire damage upon contact, you have roll one additional damage die and add it to the total
resistance to that damage. whenever you deal damage with it.

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71
Eagle’s Plumage Merfolk’s Fins
Wondrous item, polymutic, very rare (optional Wondrous item, polymutic, uncommon (optional
attunement) attunement)
Legally, these wings were biomagically grown by the This set of fins are allegedly grown from essence
Polymer Lab from feathers harvested from a giant eagle. harvested from merfolk, though their lightly-used nature
These wings are magically preserved from rot. imply otherwise.
Major Graft. To gain their benefits, these wings must This set of fins are magically preserved from rot.
be attached to a willing recipient’s shoulder blades via a Minor Graft. To gain its benefits, the fins must be
major graft procedure that lasts 8 hours. If the recipient attached to a willing recipient’s feet via a minor graft
already has wings, these wings replace them. Once procedure that lasts 4 hours. Once grafted, the fins
grafted, the wings cannot be removed without killing the cannot be removed unless the recipient allows it.
recipient. Tail Fins. While these fins are grafted to you, you gain
Winged Flight. While these wings are grafted to you, a swim speed equal to your walking speed.
you gain a flying speed of 40 feet. While you wear heavy Optional Attunement. You can also attune to these fins
armor, the flying speed is instead reduced to 25 feet. while they are grafted to you. If you do, you gain the ability
Optional Attunement. You can also attune to these to temporarily absorb the merfolk essence, transforming
wings while they are grafted to you. If you do, you gain the your legs into a single tail. Your walking speed becomes
ability to knock enemies over with powerful flaps of your 5 feet, but your swim speed increases by 20 feet. The
wings. As an action, you can force each creature within 5 transformation lasts for 1 hour, after which the tail
feet of you to succeed a DC 15 Strength saving throw or reverts to your original legs. Once used, you can’t use this
fall prone. You can then fly up to half your speed. property again until you finish a long rest.

Hare Extensions
Wondrous item, polymutic, very rare (optional
attunement)
One of the first successful products to come out of the
Polymer Lab, these sets of legs were briefly used in battle
to great success. Unfortunately, mounting social concerns
over soldiers’ appearances later forced discontinuation
of the product. With few surgeons capable of performing
the graft procedure, remaining legs now trade hands in
collector’s auctions or obscure markets.
This pair of oversized rabbit legs is magically preserved
from decay.
Major Graft. To gain their benefits, these legs must be
attached to a willing recipient via a major graft procedure
that lasts 8 hours, which replaces the recipient’s legs.
Once grafted, the legs cannot be removed without killing
the recipient.
Rabbit’s Foot. While these legs are grafted to you, your
walking speed increases by 10 feet. Additionally, your
jump height and distance is tripled, though you still can’t
jump farther than your remaining movement would allow.
Optional Attunement. You can also attune to these
legs while they are grafted to you. If you do, you gain the
following additional benefits:
●● Your Dexterity score increases by 1, up to a maximum
of 21, unless it was already higher.
●● While mid-leap, you can make one additional leap off a
solid surface you touch such as a wall, allowing you to
change directions or increase your leaping distance and
height. As normal, you still can’t jump farther than your
remaining movement would allow. Hare Extensions

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72
Octopodic Breathers Taurid Chargers
Wondrous item, polymutic, uncommon (optional Wondrous item, polymutic, uncommon (optional
attunement) attunement)
This set of organs are grown from essence harvested The horns grown in the Polymer Labs take a variety of
from an akkoro, a giant coastal octopus. They grant a forms, adjustable to client satisfaction. Some resemble
distinct inhuman look to any creature that receives them. the horns of a steer while others resemble those of a stag.
This set of organs comprise gills and a set of ink sacs, This set of horns are magically preserved from rot.
which are magically preserved from rot. Minor Graft. To gain their benefits, the horns must be
Minor Graft. To gain their benefits, the organs must attached to a willing recipient via a minor graft procedure
be attached to the neck of a willing recipient via a minor that lasts 4 hours. If the recipient already has horns, these
graft procedure that lasts 8 hours. Once grafted, the horns replace them. Once grafted, these horns cannot be
organs cannot be removed without killing the recipient. removed unless the recipient allows it.
Water Breathing. While these organs are grafted to
Gore. While these horns are grafted to you, you gain
you, you gain the ability to breathe underwater.
the ability to make unarmed strikes with them. On a hit,
Optional Attunement. You can also attune to these you deal piercing damage equal to 1d6 + your Strength
organs while they are grafted to you. If you do, you gain modifier instead of the normal damage granted by an
the ability to expel ink from your ink sac as a bonus unarmed strike.
action. If you are underwater, you create a spherical 10-
foot radius cloud of heavily obscured ink centered on you. Optional Attunement. You can also attune to these
If you are not in water, you instead create a 5-foot radius horns while they are grafted to you. If you do, you gain the
puddle of black ink centered on a point within 10 feet of following additional benefits:
you, which is difficult terrain. You must finish a long rest ●● When you hit a Large or smaller target with an
before you can use this bonus action again. unarmed strike using these horns, you can use a bonus
action to shove it 5 feet away from you.
Owl’s Peer ●● If you are physically pushed by a creature, you can use
Wondrous item, polymutic, rare (optional attunement) your reaction to halve the distance pushed.
The essence of a giant owl suffuses this biosynthetic
eyeball. This bio-augment is most common of all
polymutics because the utility of the owl eye far
outweighs the risks of the grafting procedure — provided
the recipient is not squeamish.
This eyeball is magically preserved from rot.
Minor Graft. To gain its benefits, the eye must be
attached to a willing recipient via a minor graft procedure
that lasts 4 hours, which replaces one of the recipient’s
eyes. Once grafted, this eye cannot be removed unless the
recipient allows it.
Distant Sight. While this eye is grafted to you, you can
see clearly up to 1,000 feet away without difficulty, able to
recognize details as though looking at something 10 feet
away. Additionally, dim light doesn’t impose disadvantage
on your Wisdom (Perception) checks.
Optional Attunement. You can also attune to this eye
while it is grafted to you. If you do, you gain the following
benefits:

●● Your Wisdom score increases by 1, up to a maximum of


21, unless it was already higher.
●● You can make Wisdom (Perception) checks in place of
ability checks that use Investigation if the object of your
investigation is within 5 feet of you.
Owl’s Peer

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73
Tyncture of Fey Glamour

Tyncture of Celestial Radiance


Potion, legendary
Thin strands of a celestial’s wing feathers float in this
potion’s soft misty liquid, which travels up the sides of
Tyncture of Celestial Radiance
the glass interior like clouds. Celestials often gift mortals
such heavenly drinks as rewards for their heroic or loyal
deeds.
When you drink this potion, you are wreathed in celestial
Tynctures visage for an hour. For the duration, you gain a flying
Tynctures are a type of potion infused with life essence speed equal to your walking speed and shed bright light
harvested from other creatures. When ingested, the out to 20 feet and dim light for an additional 20 feet. A
potion transmutes the drinker’s body and grants a creature that starts its turn within the bright light must
number of benefits.goes poorly and the recipient loses succeed on a DC 15 Constitution saving throw or take
2d8 hit points. 1d6 radiant damage.

Tyncture of Beast Form Tyncture of Fey Glamour


Potion, rare Potion, rarity varies

Druidic conclaves with strong connections to beasts and Fey glimmer flows freely throughout this potion’s liquid
animals brew tynctures infused with essence of beasts. despite its viscous quality. Its color varies based on its
Some ingest them for the power they grant while others infused essence, from the golden honey of court fey to the
partake primarily for the spiritual connection. rusted bark of elder thistles. Remote elven communities
may keep a tyncture as a good luck charm.
This potion comes in one of the listed variants, each
containing the essence of the beast from which it was When you drink this potion, your Charisma score changes
harvested. When you drink this potion, you gain its to a score granted by the tyncture for 1 hour. The potion
benefit for 10 minutes. has no effect on you if your Charisma is equal to or
greater than that score. Three varieties of tynctures exist,
Armadillo’s Hide. Your AC cannot be lower than 15. each carefully swilled by a different level of powerful fey,
Bear’s Strength. You have advantage on Strength checks typically imbued with a fraction of their essence.
and saving throws, and your carrying capacity is
doubled. Fey Tynctures
Cat’s Leap. You gain a climb speed equal to your walking Type Benefit Rarity
speed and your jump height and distance is doubled. Fey (ancient elves, archdryads,
Eagle’s Sight. You have advantage on Wisdom 21 Rare
hags, nymphs)
(Perception) checks and can add your Wisdom modifier
Demifey (elder thistles, sprite
to your initiative check. lords)
23 Very Rare
Stallion’s Stamina. You have advantage on Constitution
saving throws and can run at full speed without Archfey (kings, queens, or other
25 Legendary
court royalty)
exhaustion.

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74
Tyncture of Ooze Sight Magic Items
Potion, rare
Each item is presented in alphabetical order. An item’s
Unlike the ooze it was harvested from, the contents of description gives the item’s name and category; if the item
this potion flow quickly and freely. is magical, its rarity and its properties are also listed.
When you drink this potion, your eyes transform into
ooze for an hour. You gain blindsight out to 60 feet for the Armlet of Ooze
duration, but you are blind beyond this radius. Wondrous item, rare (requires attunement)
The essence injectors inside this armlet temporarily sever
Tyncture of the Wyrm the arm’s physical essence from its wearer.
Potion, rare
At the end of the attunement period, you lose 4d8 hit
Within this thick purple liquid floats the shavings of a points. Once attuned, the armlet cannot be removed.
purple worm’s armored husk. Oozing Limb. While attuned to this armlet, your
When you drink this potion, your skin begins oozing a forearm partially transforms into ooze. Your arm gains
wyrm’s slime for an hour. You gain tremorsense out to the following benefits:
120 feet for the duration.
●● You can interact with objects up to 10 feet away.
●● Unarmed strikes made with the arm have a reach of
Tyncture of Undeath 10 feet and deals acid damage instead of the normal
Potion, uncommon damage granted by your unarmed strikes.
When shaken, this pale gray liquid appears to briefly ●● You can attempt to grapple targets up to 15 feet away
transform into smoke. using this arm. If you succeed, the target is pulled to an
When you drink this potion, your body becomes cold unoccupied space closest to you.
for the next hour. For the duration, if your hand, foot, or
limb is severed, you can use an action to reattach it by Augmenteer
spending 3 hit dice. Weapon (handaxe or battleaxe), uncommon (requires
attunement)
The tubes of this axe attach to a bracer that directly
connects to the veins of its wielder. Most biohancers mix
personal concoctions for physical enhancement, but some
choose to absorb the blood of their fallen enemies instead,
resulting in even stronger concoctions.
You must spend the duration of the attunement period
attaching this magic weapon’s injectors to your arm. Once
attuned, you cannot be disarmed of the weapon unless a
creature spends a minute to forcibly remove the injectors,
which ends the attunement and reduces your hit points
and maximum hit points by 4d8.
Crimson Fury. This weapon has 3 charges and regains
expended charges daily at dawn. As a bonus action, you
can expend a charge and inject yourself with a dose of the
weapon’s adrenaline mix. You gain the following benefits
until the end of your turn:

●● You have advantage on Strength checks and saving


throws.
●● You have a +2 bonus to attack and damage rolls you
make with this weapon.

Blood Charger. When you use this weapon to kill a


blooded creature with a challenge rating of 2 or higher,
Augmenteer
the weapon absorbs the creature’s blood. It regains one
expended charge.
Rare Variant. Whenever you expend a charge, you also
gain an additional action you can only use to either make
one attack with the weapon or take the Dash action.

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Bioforge Hammer
Weapon (light hammer or warhammer), very rare
(requires attunement)
The power of polymutation courses throughout this tool,
granting the wielder the ability to magically absorb their
victims’ life essence before they perish. These hammers
originally forged biosmiths who seek perfect form, but
sometimes saw service in war.
You have a +2 bonus to attack and damage rolls made
with this magic weapon.
Reforge Essence. Immediately after you reduce a
creature’s hit points to 0 using this weapon, you can use
a bonus action to absorb a piece of physical essence from
the target, provided it is an aberration, beast, celestial,
dragon, giant, fey, fiend, monstrosity, ooze, or plant. You
gain a bio-augment benefit based on the target’s creature
type. Consult the Bio-Augment table to determine your
benefit. The benefit lasts until you replace it with another
one.

Bio-Augments
Creature
Benefit
Type
Expanded Mind. You gain resistance to
Aberration
psychic damage.
Bioforge Hammer
Feral Weapons. You grow fangs and claws,
which you can use to make unarmed strikes
with. On a hit, you deal 1d4 piercing damage
Beast
(if you use your fangs) or slashing damage (if
you use claws) instead of the normal damage
granted by an unarmed strike. Biofusion Crystal
Wondrous item, rare
Celestial Light. You gain resistance to radiant
Celestial
damage. Pure life essence is best collected in liquid or magical
Elemental Assault. Whenever you hit a
form, but storage in a crystalline solid allows for
creature with a weapon attack, you deal an instantaneous use.
extra 1d4 damage of a type based on the When found, this crystal contains extracted life essence
Dragon dragon killed to gain this augment (usually from one type of creature except constructs and undead.
determined by breath weapon or resistance).
The crystal dimly glows with a corresponding color. The
If the dragon has no associated type, the
normally chaotic essence is held in stasis until its use.
damage type is fire.
Release Essence. You can use an action to break
Giant’s Strength. You have advantage on a crystal you hold or smash it against a hard surface
Giant
Strength checks.
within 30 feet of you, releasing the stored essence. Each
Fey Fey Thought. You cannot be charmed. creature within 30 feet of the crystal when it is destroyed
Fiendish Resistance. You have advantage on
must succeed on a DC 17 Charisma saving throw or
Fiend saving throws made to become altered for 8 hours. A creature can willingly fail
resist poison. this save. An altered creature’s type changes to match that
of the essence stored in the crystal, and it can repeat the
Natural Armor. Your AC cannot be lower than
Monstrosity save at the end of each hour, ending the effect on itself on
16.
a success.
Pliable Physique. Squeezing doesn’t reduce The change may subject altered creatures to effects
Ooze your speed or impose disadvantage on your that target the crystal’s creature type, such as protection
weapon attacks.
from evil and good for fiends and fey. Conversely, the
Earth Walker. You ignore the effects of change may exclude altered creatures from effects that
Plant difficult terrain caused by plants target its original type, such as allowing humanoids to
or earth. avoid a dominate person spell.

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Biosmith Goggles
Wondrous item, uncommon (requires attunement)
To aid in their complex work, polymakers enchant their
protective goggles with minor magic that enhances their
mental focus. Intense concentration is required to avoid
mistakes during their lengthy surgeries.
While attuned to these goggles, you can use Intelligence
in place of Wisdom for any ability checks you make using
the Medicine skill. You also have advantage on Wisdom
(Medicine) checks you make to perform a surgical
procedure.
Deep Focus. While wearing these goggles, you
have advantage on saving throws made to maintain Biosmith Goggles
concentration on transmutation spells.

Bloodforge Amulet
Wondrous item, rare (optional attunement)
This amulet is crafted from a deep chasm ruby infused
with the enchanted blood of a celestial scion. Only three
were ever created as the bloodforge powder were deemed
a cheaper and safer alternative.
As an action, you can touch this amulet to fresh blood
larger than a droplet and no older than 10 days. The
blood transforms into a Tiny hemoglob if its volume was
less than an ounce, or a Small hemoglob if its volume
was 1 ounce or more. Its stat block is presented in the Bloodforge Powder
Biomancy Monsters section. Once used, this property & Hemoglob
can’t be used again until the next dusk. Bloodforge Powder
The creature whose blood created the hemoglob Wondrous item, uncommon
becomes the master of the hemoglob and gains the sole
ability to command it, provided it is aware of a hemoglob’s Necromancers who cannot be bothered to resurrect
nature. In initiative, the hemoglob acts immediately entire bodies turn to the reanimation of blood. With just
after its master and instinctively follows the master’s the right combination of alchemy and magic, it is possible
commands as if they have a telepathic connection, to revive just the blood of a fallen corpse, transforming it
choosing from the Attack, Dash, Disengage, Dodge, or into a bloody helpful ooze. Inquisitors during the Empire
Help actions. If the hemoglob receives no commands, it of Blood’s reign created such oozes to track victims or
attempts to move and reunite with its master through its killers by blood.
Blood Honing trait. Otherwise, it takes the Dodge action. When first found, each pouch contains 1d4+2 pinches of
The hemoglob transforms back into blood after 10 bloodforge powder. As an action, you can sprinkle a pinch
minutes, if it dies, or if you create another hemoglob with of this powder onto fresh blood larger than a droplet and
this amulet. no older than 10 days. The blood transforms into a Tiny
Optional Attunement. Attuning to the amulet grants hemoglob if its volume was less than an ounce, or a
you greater control over the hemoglob you create. You Small hemoglob if its volume was 1 ounce or more. Its
gain the following additional benefits: stat block is presented in the Biomancy Monsters section.
The creature whose blood created the hemoglob
●● You gain sole command of the hemoglob as if you were becomes the master of the hemoglob and gains the sole
its master. ability to command it, provided it is aware of a hemoglob’s
●● The hemoglob lasts indefinitely instead of 10 minutes, nature. In initiative, the hemoglob acts immediately
but still transforms back into blood if it dies or if you after its master and instinctively follows the master’s
create another hemoglob. commands as if they have a telepathic connection,
●● While you are touching the hemoglob, it can choosing from the Attack, Dash, Disengage, Dodge, or
communicate simple images to you about anything it Help actions. If the hemoglob receives no commands, it
has sensed within the past hour and whether it has attempts to move and reunite with its master through its
detected its creator through its Blood Honing trait. Blood Honing trait. Otherwise, it takes the Dodge action.
The hemoglob transforms back into blood after 10
minutes or if it dies.

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Hemoglobe Polymerge Lancet
Wondrous item, rare (optional attunement) Weapon (dagger), legendary (requires attunement)
A curious discovery by practitioners of blood magic, these A secretive circle of biomancers wield this lancet as a
tiny spheres have served inquisitors of the Empire of shortcut for their transmutative or polymorphic work,
Blood for decades during their conquest of the western each capable of harvesting and decoding the stolen
reaches. Its dark magic circumvents the need for essences of its victims. The blood rubies on the blade
individually enchanted magic gear. glow dimly for each essence stolen. Biomancers often
Blood Collector. This small globe magically suspends, favor one kind of animal to transform into and raise
preserves, and holds up to 10 drops of fresh blood. You hundreds of them in personal farms.
can spend 1 minute adding or removing blood from the You have a +2 bonus to attack and damage rolls made
globe, all of which must belong to creatures of the same with this magic weapon.
type. If you add blood whose type differs from the type of Essence Collector. This weapon can store within its
blood already inside, the old blood disintegrates. arcane memory the physical essence of beasts. Each
Bloodhound. If all 10 drops of blood in the globe piece of essence is connected to the beast it was taken
belong to a single creature, you have advantage on from and is used for the weapon’s other properties. When
Wisdom (Survival) checks you make to track that creature you reduce a beast’s hit points to 0 using this weapon, the
and the globe glows with dim light while within 10 feet of weapon magically harvests two pieces of essence from it
the creature. (no action required). You can also spend 1 minute cutting
Crimson Focus. The globe can be used as a into the corpse of a beast that has died within the past
spellcasting focus, or attached to a weapon or shield 24 hours, after which the weapon harvests one piece of
over the course of a short or long rest. The globe grants essence. The weapon can hold no more than 6 pieces
different benefits depending on its usage and the creature of essence at any time. If the weapon would exceed this
type the stored blood belongs to. amount, you choose which essence to discard.
Essence Sight. While holding this weapon, you can
Attached Shield. While wielding an attached shield, use an action to expend one essence and gain the senses
you have a +1 bonus to AC against attacks made by a of the beast from which the essence was harvested. The
creature whose type matches the creature type of the beast’s stat block lists its senses. If the beast has a trait
stored blood. This bonus is in addition to the shield’s that grants advantage on Wisdom (Perception) checks
normal AC bonus. If all 10 drops of blood in the globe made using a type of sense, you also gain that benefit.
belong to a single creature, the bonus becomes +2 for These senses last for 1 minute or until you die.
attacks made by that creature.
Essence Shift. While holding this weapon, you can use
Attached Weapon. You have a +1 bonus to attack and an action to expend three or more pieces of essence to
damage rolls you make with an attached weapon cast polymorph on yourself. The expended essence must
against creatures whose type match the creature type belong to beasts with the same stat block; otherwise this
of the stored blood. If all 10 drops of blood in the globe action fails. The spell transforms you into the beast from
belong to the target of your attack, the bonus increases which the essences were harvested, and the spell instead
to +2 for that target. lasts for up to 10 minutes for each piece of essence
Spellcasting Focus. When you cast a spell through the expended.
globe that targets creatures whose type match the
creature type of the stored blood, you gain a +1 bonus
to your spell attack roll and spell save DC for that target.
If all 10 drops of blood in the globe belong to the target
of your spell, the bonus increases to +2 for that target.

Polymerge Lancet

Hemoglobe

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Wetwork Stapler
Wondrous item, very rare
This staple contraption has enough staples to reattach a
single severed hand, foot, or limb that has been severed
for no longer than 10 minutes. You can use an action
to reattach the severed body part and apply the staples,
after which the part functions normally. The staples must
remain for at least 1 month, during which the severed
part heals, after which they can be safely removed.

Other Items
The items in this section are non-magical items a
character may find in a biomancy lab.

Polymutic Shot Rotary Armsaw


Adventuring gear
This buzzsaw is a portable cutting tool designed to attach
to an arm. While you have the saw attached, you can use
a bonus action to deal 1d6 slashing damage to a creature
you grapple. You can take this bonus action three times,
Polymutic Shot and regain expended uses of it when its energy core
Wondrous item, rarity varies recharges at dawn.
For those squeamish about invasive bio-augments, the Alternatively, you can expend a use of this item to help
polymutic injector offers a radical solution. By directly you cut or saw through material with an armor class
influencing the physical and spiritual essence of a patient, (hardness) of 17 or less. When you roll a d20 for this
they can permanent transmute themselves to gain a procedure, you can roll an additional d20 and use either
similar benefit. result. If the duration of the procedure is longer than one
action, the duration is halved.
When found, this injector contains a vial of one type of
polymutic, such as a dracon’s tongue, hare extensions,
owl’s peer, or taurid chargers. The rarity of this item Syringe Bolt
equals the rarity tier of the associated polymutic. Ammunition (crossbows)
You can use an action to inject this vial into a willing
This specialized piece of ammunition incorporates a
humanoid within 5 feet of you, which begins rewrites the
trigger syringe that can deliver payloads at a distance.
target’s physical essence from within. After 1 minute, the
Over the course of a minute, you can choose a potion,
target begins convulsing and falls unconscious unless it
vial, poison, or other appropriate fluid that requires only
succeeds on a DC 17 Constitution saving throw. Either
one action to drink or administer, and load it into this
way, the painful convulsions last 1 hour, after which the
ammunition.
target is transformed as if it had successfully undergone
When a loaded syringe bolt is fired from a crossbow
the polymutic’s grafting procedure. If the polymutic has
and hits a target, the bolt deals no damage and instead
an optional attunement property, the target does not gain
delivers its contents to the target as if the target had
those associated benefits.
ingested it. If the bolt misses the target and is destroyed,
its contents are also destroyed. A target may allow this
Scalpel of Alteration bolt to hit them if it chooses.
Weapon (dagger), uncommon (requires attunement)
Alter Self. As an action, you can use this knife to Wakephial
magically modify your appearance. You lose 2d4 hit Adventuring gear
points and your maximum hit points are reduced by an
This nonmagical drink contains a mix of harvested
equal amount, after which you cast alter self on yourself.
adrenaline of powerful creatures like dragons and
Forceful Surgery. When you hit a creature with a
chimera venom.
melee weapon attack using this magic knife and deal 5 or
more damage with it, you can use a bonus action to alter When you drinks this phial, you temporarily ignore the
its appearance using the knife’s magic. The creature must negative effects of exhaustion for 10 minutes, including
make a DC 13 Constitution saving throw. On a failed death. You also cannot rest for the duration, which does
save, you cast an alter self spell that targets the creature, not contribute to a short or long rest. At the end of the
physically changing its appearance instead of yours. duration, you suffer any effects of exhaustion as normal.

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A meeting of the Storm Speakers, Primordial Shepherds, and Fiendish Mask

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Ambuscade Stone

The Ranger’s Guide


Original Release: September 2022
This section details items best suited for use by a
ranger character, though some can be used by others.
Adventurers passing through a conclave’s domain may
find some of these items along the way. The original
compendium also features rich backgrounds and
subclass options for some of the conclaves presented.

Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.

Ambuscade Stone
Wondrous item, uncommon (requires attunement)
Each stone is marked with a minor teleportation rune,
intrinsically linked to the druidic magic of the weave. With
sizes as large as a fist, rangers take care to disguise them Arrow of Tracing
to ensure the stones do not prematurely alert their prey.
Unlike other magic items, you can attune to up to 5
ambuscade stones with a single attunement slot. The
stones collectively count as a single magic item; any effect
that affects a magic item affects them all simultaneously. Arrow of Tracing
Ambusher’s Trap. As an action, you can expend a Ammunition (bows), uncommon (optional attunement)
spell slot of 3rd-level or higher to activate this stone’s
This arrow whistles quietly in flight and leaves behind a
magic and set it on the ground in a space within 5 feet
colorful trail. Rangers are said to carry a number of such
of you. The stone’s magic lasts for 1 hour and ends early
arrows, each enchanted with a different color to track
if moved more than 10 feet from its original location.
their quarry across even the densest wilderness.
While the stone’s magic is active, when a creature moves
into a space within 5 feet of it, the stone telepathically When you hit a target or creature with this arrow,
notifies you while you are within 1 mile of it. If you are the arrow lodges in the target until it is removed. A
within 60 feet of the stone, you can immediately use your sufficiently intelligent creature can use an action to
reaction to teleport to the stone, after which the stone’s remove a lodged arrow.
magic ends. The tiny stone generally appears to be a Tracer. When you fire this magic arrow, you can speak
mundane stone, though a creature can succeed on a DC its command word and cause it to leave behind a faint,
15 Intelligence (Investigation) check to recognize it. Once dimly glowing, spectral trail. The trail persists for 2
used, the stone cannot be used again until the next dawn. hours or until you speak its command word again. This
Ranger’s Aid. These druidic stones were enchanted arrow’s property can’t be used again until the next dawn.
by ranger conclaves to track quarry over larger distances. In the meantime, the arrow can still be used as magic
If you are a Ranger, the level of the spell slot you must ammunition.
expend to use this trap decreases by 1, and you can Optional Attunement. You can attune to this arrow
teleport to the device from up to 120 feet away instead of to gain access to this property. Any arrows of tracing
60 feet. Additionally, you can specify one of your favored you attune to collectively count as a single magic item;
enemy when you activate the device; if you do so, the any effect that affects a magic item affects them all
device only triggers when one of your favored enemy simultaneously. If you attune to this arrow, the trail it
moves within 5 feet of it. The device does not recognize a leaves behind becomes invisible to other creatures except
favored enemy if it is magically disguised as another type you. While the arrow is within 1,000 feet of you, you also
of creature. know the general direction toward it.

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Broach of Primordials
Wondrous item, uncommon (requires attunement by a
Ranger)
Four tiny elemental spirits live inside this broach, bound
to the ranger that attunes to it. Rangers of the Primordial
Shepherd conclave wear these broaches to augment their
innate elemental capabilities.
While you are attuned to this broach, you know the
hunter’s mark spell and can cast it by expending a spell
slot as normal.
Whenever you cast this spell, you can tap into the
power within your broach and surround your weapon
with elemental energy. Choose air, earth, fire, or water.
The extra damage you deal with hunter’s mark becomes
thunder if you chose air, bludgeoning if you chose earth,
fire if you chose fire, or cold if you chose water.

Daybeak
Daybreak
Weapon (longbow), rare (requires attunement by a Ranger
of 3rd-level or higher)
Enchanted by celestials for the Dawn Seeker rangers
that glide among them, this weapon has seen countless
righteous battles and betrayals. It has served as symbols
of hope in the past, its arrival heralded by a blazing arrow
arcing over a battlefield. Even normally, each arrow fired
from this weapon leaves a brief trail of softly glimmering
sparks.
Ammunition fired from this magic bow counts as magical
for purposes of overcoming resistance or immunity to
nonmagical attacks and damage.
Natural Light. While attuned to this bow, you can cast
the light cantrip from the bow. Immediately before you
fire a piece of ammunition from the bow, you can also
cast light on the piece of ammunition (no action required).
Dawn Smite. Immediately before you make a ranged
attack roll with this weapon, you can expend one of your
spell slots to infuse the fired ammunition with primal
light (no action required). You deal extra radiant damage
to a target you hit or half as much radiant damage to a
target you miss. The extra damage is 2d10 for a 1st-level
spell slot, plus 1d10 for each spell level higher than 1st,
to a maximum of 5d10. If your target is a plant, any extra
damage it takes is halved.

Druid’s Pouch
Wondrous item, uncommon (requires attunement by a
Ranger)
While you are attuned to this pouch, you know the
druidcraft and produce flame cantrips. Additionally, you
can cast the goodberry spell once from the pouch without
expending a spell slot, and regain the ability to do so at
next dawn.
Equilibrium

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Equilibrium Eye of the Primeval Mother
Weapon (shieldbow), exotic, rare (requires attunement by Wondrous item, uncommon (requires attunement by a
a lawful character) Ranger)
Wielded by the Cogwork Marshals of the cogwork planes Rangers of yore were said to carry personal stones
of law, this bow has served the wardens since the dawn of intended as a focus for their mystical powers, much
time. Its cogs whir and spin whenever its magic activates, as druids do to this day. Each one was personal to a
indicating a subtle change in the cosmos. Some say the ranger, carved from a material with deep meaning or
elusive conclave produced many of these bows while value. Some were said to designate the world as their
others swear it is the same weapon shunted back through favored terrain, prepared to defend entire realms from
time to protect more of their numbers. otherworldly threats.
You have a +1 bonus to attack and damage rolls made with While attuned to this item, you can add your Wisdom
this magic weapon. Ammunition fired from this magic bow modifier to your initiative rolls if you engage any hostile
counts as magical for purposes of overcoming resistance or aberrations, celestials, dragons, elementals, fey, fiends,
immunity to nonmagical attacks and damage. and undead in combat. Additionally, while you hold this
Shieldbow. This special type of bow is a martial item, your Primeval Awareness feature improves based
ranged weapon crafted and used only by those familiar on the level of the ranger spell slot you expend to use it.
with the design. A wide flange above its grip increases You gain all improvements for which the expended spell
the weapon’s weight but provides minor defensive slot qualifies, as shown below:
properties of a shield. It has the Heavy, Two-handed, and
2nd-level or higher. The range of this feature becomes 2
Ammunition properties with a reduced range (40/160),
miles (or 8 miles if you are in your favored terrain).
and deals 1d8 piercing damage on a hit. While wielding
this weapon in at least one hand, it also acts as a shield 3rd-level or higher. You also learn the creatures’ location
that increases a wielder’s AC by 1 (instead of 2). As and number, as well as any directions they are traveling
normal, one can only benefit from one shield at a time. toward.
Unusual Design. This bow can fold into a smaller 4th-level or higher. This awareness lasts for 10 minutes
compact shape; a creature can use a bonus action to fold instead, and the range of this feature becomes 4 miles
and unfold it. This bow also does not use a bowstring, (or 10 miles if you are in your favored terrain). For
instead using a rapidly spinning mechanism at its grip to each creature you sense, you also learn its size, current
launch arrows. mood, its speeds (if any), and its challenge rating.
Equivalent Exchange. Whenever a creature makes an 5th-level. This awareness lasts for 1 hour instead. For
attack roll against you with advantage, you have advantage the duration, creatures you sense with this awareness
on the first attack roll you make with this weapon against have disadvantage on ability checks made to detect
the attacker before the end of your next turn. you and your group, as well as initiative rolls made
to engage you in combat. You also learn the exact
Wind the Clock. When you fail an attack roll or saving
types of creatures you sensed (such as an ancient red
throw, you can use your reaction to reroll the d20 and
dragon, a balor, or planetar), as well as any resistances,
must use the new result. Once you use this property, you
immunities, and vulnerabilities they have, including
can’t use it again until the next dawn.
magic or legendary resistances.

GM Tip
Though the optional Multiclass rules presented in the source
rulebook do not cover the definition of a “ranger spell slot,”
you can adjudicate a multiclassed ranger character as follows:
the ranger spell slot expended for a use of the Primeval
Awareness feature cannot be higher than your ranger level
divided by four, rounded up. This restriction matches the
levels at which normal rangers gain their spell slots.

Eye of the Primordial Mother

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Furnal Claws
Furnal Claws
Weapon Set (war picks), very rare (requires attunement
by a Ranger or a fiend-themed spellcaster)
The rangers of the Fiendish Mask conclave sometimes
take more than the infernal magic of the fiends with
which they consort. Such weapons are horrific fusions
of blade and flesh, forming awful weapons that whisper
unintelligible Infernal. Those who touch such weapons
eventually grow accustomed to their heat and psychic toll.
These magic weapons come in a pair. While attuned to
them, you can wield each of them as if they have the Light
property.
Hell-Forged. You have a +1 bonus to attack and
damage rolls made with these weapons and deal an extra
1d4 fire damage to creatures you hit with them. If you hit
a target with one of these weapons and hit again with the
other in the same turn through engaging in two-weapon
fighting, the extra fire damage for that subsequent attack
becomes 2d4.
Fiendish Magic. While holding these weapons, you
can cast one of the following spells from them using
your spell save DC, without providing spell components:
command, hellish rebuke (cast at 2nd-level), scorching ray.
Once a spell has been cast from these weapons, that spell
can’t be cast again until the next dusk.

Fury Reaver
Weapon (greatsword), uncommon (requires attunement
by a Ranger)
A weapon of interwoven metal and stone, its runes were
inscribed by the Rune Callers, rangers familiar with the
lands and customs of giants. This weapon hungers for the
defeat of its sworn foes, which each Rune Caller takes
upon joining the conclave.
When you attune to this magic weapon and each time
you gain a ranger level while attuned to this weapon, your
Fury Reaver height increases by 1d4 inches. This change in height
slowly reverts over the course of an hour if you end your
attunement to the weapon.
Relentless Focus. When you use this weapon to attack
your favored enemy, you have a bonus to your attack and
damage rolls equal to your proficiency bonus.

Hunter’s Cap
Wondrous item, uncommon (requires attunement by a
Ranger)
Speed and stealth are often crucial for a ranger’s work. The
tip and shape of this cap ensures a ranger’s mystical focus
never wavers, always ready for battle at a moment’s notice.
While attuned to this cap, you know the hunter’s mark
Hunter’s Cap spell. On your first turn of each combat, when you hit a
creature with a weapon attack, you can immediately cast
hunter’s mark on the creature using your own available
spell slots, no action required.

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Reignbow Reignbow
Weapon (shortbow), legendary (requires attunement by a
Ranger)
This weapon was crafted by master bowyers of the Elder
Guardians, made for a time before the world cosmology
was fully explored. Each of the seven conclaves gifted
a special arrow and imbued the bow with their unique
color of druidic magic. Together, the weapon empowers
its chosen wielder to repel even the most dangerous of
threats from the planes.
You have a +2 bonus to attack and damage rolls made
with this magic bow. Ammunition fired from this
weapon counts as magical for purposes of overcoming
resistance or immunity to nonmagical attacks and
damage. Additionally, you gain a +1 bonus to your ranger
spell save DC.
Arrows of the Elders. This weapon is magically
intertwined with seven unique arrows, each marked with
a color that represents each conclave. When first found,
the GM decides how many arrows the bow is currently
intertwined with and whether the remaining arrows (if
any) need be found.
Once per turn, in place of an attack you make with
this weapon, you can summon an intertwined arrow into
your hand and fire it. The arrow produces a unique effect
when fired and disappears when it ends. Once used, that
arrow cannot be summoned again until the next dawn.
Any save DC caused by these arrows equals your ranger
spell save DC. The arrows are as follows:

●● Red (Fiendish Mask). You can target a creature with ●● Green (Primeval Scion). You can fire this arrow at a
this arrow by making a ranged attack roll as normal. nonmagical tree within 80 feet of you, no attack roll
If you hit a target this way, it takes an extra 2d10 fire required, and transform it into an awakened tree. In
damage and has disadvantage on the next ability check combat, it takes its turn directly after yours, obeying
or saving throw it makes before the end of its next turn. your verbal commands as best it can. The awakened
●● Orange (Dawn Seeker). You can fire this arrow at a tree remains for 10 minutes or until it dies, after which
surface you can see within 80 feet of you, no attack roll it transforms back into a normal tree.
required, and the arrow sheds bright light out to 20 feet ●● Blue (Deep Lurker). You can target a creature with
from that point and dim light for an additional 20 feet. this arrow by making a ranged attack roll; this attack’s
The light lasts for 1 minute and is sunlight. A creature normal and long range is multiplied by 5. If you hit a
that starts its turn in the bright light or moves into it target this way, it takes an extra 4d6 cold damage and
must make a Constitution saving throw. On a failed its speed is halved until the end of its next turn.
save, it is blinded and cannot benefit from invisibility ●● Indigo (Veil Watcher). You can target a creature with
until the end of its turn. this arrow by making a ranged attack roll as normal. An
●● Yellow (Storm Dancer). You can fire this arrow at a attack roll is not required for willing or dying targets.
creature you can see within 80 feet of you, no attack On a hit, the arrow deals no damage, but marks that
roll required. The arrow deals no damage but produces target for the veil between life and death. For the
a burst of thunder originating from the target in a next minute, the target takes an extra 1d6 necrotic
30-foot cone facing away from you. The target and damage whenever it is hit with an attack roll, but also
each creature in the cone must make a Constitution immediately stabilizes whenever it would be dying. An
saving throw. On a failed save, a creature takes 2d8 affected creature can make a Constitution saving throw
thunder damage on a failed save and is pushed 20 at the end of each of its turns, ending the effect on itself
feet away from the origin of the cone; on a successful on a successful save.
save, the creature only takes half as much damage and ●● Violet (Cogwork Marshal). You can fire this arrow at a
isn’t pushed. Unsecured objects are also automatically surface you can see within 80 feet of you, no attack roll
pushed. This thunderous boom is audible out to 300 required, and cast slow centered on that point target up
feet. to 3 creatures instead of 6.

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Reverberating Arrow Shadow Trace
Ammunition, uncommon Weapon (trident), rare (requires attunement)
Though this arrow simply magically produces sound, Shadows drip from this weapon like thick heavy smoke,
rangers like to alter the noise to better suit their conclave blending into darkness around it. Rangers of the Deep
and archetypes. Storm Dancers are notorious for Lurker conclaves molded the trident from coalesced
exceptionally loud thunderous arrows. shadow collected in the deep aquatic nethers of the world
You can fire this magic arrow at a surface within your where the boundaries between planes wear thin.
weapon’s normal range, whose magic activates upon a hit. You have a +1 bonus to attack and damage rolls made
The arrow emanates a low thunderous rumble out to 30 with this magic weapon. While this weapon is in an area
feet. A creature that starts its turn in the area or moves of dim light or darkness, you can use a bonus action to
into it for the first time on a turn must make a DC 13 teleport it back into your hand.
Constitution saving throw. On a failed save, it is pushed Deep Traveler. While attuned to this weapon, you gain
15 feet away from the arrow. This effect lasts for 1 minute darkvision out to 120 feet if you don’t have it already.
or until a creature uses an action to touch the arrow and While you wield this weapon underwater, you can use a
deactivate the magic. Once used, this arrow becomes a bonus action to move in a straight line up to your speed in
nonmagical arrow. a direction of your choice. Once you use this bonus action,
Rare Variant. This arrow does not become a it can’t be used again until the next midnight. If you are
nonmagical arrow after being used, though it must still be a ranger, you can add deep ocean depths to your list of
retrieved after it is fired. favored terrain.
One With Shadows. When you start your turn in an
Rime Cutter area of dim light or darkness, this weapon becomes
Weapon set (handaxes), uncommon (requires attunement) invisible to those not attuned to it. When you make an
attack roll with this weapon while it is invisible this way
Rangers of the isolated Frostheart Guardian conclave and your target is also in an area of dim light or darkness,
wield a pair of ice axes for combat and traversing harsh you are considered invisible to the target for purposes
icy terrain. The design and function of each pair are often of the attack. The weapon then becomes visible. This
so intrinsically linked that losing one ice axe essentially property is suppressed for 1 minute if the weapon is
renders the other useless. exposed to bright light from a daylight spell or any
These weapons come in a pair and you attune to them as sunlight.
a pair. A creature can use this set of weapons as ice axes,
which grants them advantage on ability checks made to
climb snow, ice, or frozen surfaces.
Dual Catcher. These weapons are designed to hook
into ice, but can also hook creatures. If you hit a target
with a melee attack with one axe and hit it again with Shadow Trace
the other axe, you can force it to make a Strength saving
throw. The DC equals 8 + your Strength modifier + your
proficiency bonus. On a failed save, you either pull the
creature prone or move it up to 10 feet to an unoccupied
space within reach (no action required). The target must
be no more than one size larger than you.

Roquelaure of Arrows
Wondrous item, uncommon (requires attunement by a
Ranger)
You can use this cloak as if it were a quiver, sheathing
arrows into flat pockets in its interior lining. The cloak
can store up to 50 arrows at a time.
Arrow Spray. As a ranger, you know a secret technique
passed between conclaves. If you have at least 10 arrows
stored in this cloak, you can use an action to forcefully
swing the hem of the cloak, launching those arrows in a
15-foot cone in a direction of your choice. Each creature
in the cone must succeed on a Dexterity saving throw
against your spell save DC or take 1d8 piercing damage.

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Signal Token
Wondrous item, common
Ranger teams often use signal tokens when hunting in
dense environments where visibility is greatly impaired.
These tokens allow them to coordinate strikes and
ambushes without risking alerting prey with sound.
Signal tokens come in pairs. Any Tiny object can be
enchanted to become a signal token by a specialized
mage and thus such a token can take any shape. While
you hold one token, you can use a bonus action to activate
it, causing both paired tokens to briefly emit dim light
and vibrate silently, even if they are on different planes of
existence.
Once you use this property, you cannot use it again for
1 hour.

Stormcall
Weapon (shortbow), very rare (requires attunement by a
chaotic character)
The strange properties of this bow renders its
ammunition untouched by the wild sway of storms. Each
time an arrow is fired from it, the bowstring continue to
vibrate and emanate a low stormy rumble that lingers
long after. This bow passes between champions from the
mighty ranger conclave of Storm Dancers, equal parts
graceful and chaotic in the right hands.
You have a +1 bonus to attack and damage rolls made
with this magic weapon, whose normal and long Stormcall
range double when fired in rainy or stormy weather.
Ammunition fired from this magic bow counts as magical
for purposes of overcoming resistance or immunity to
nonmagical attacks and damage.
Stormborne. Ammunition fired from this weapon is
immune to stormy weather or gusting winds, such as
those produced by a wind wall spell, for the duration of its
trajectory. If you are a ranger or a storm-themed character, ●● Lightning (1 charge). The target takes 2d6 lightning
you can replace any save DC required by this weapon damage and lightning arcs from the target to another
with your ranger spell save DC or other class DC chosen creature of your choice up to 10 feet away. That
by your GM. creature must succeed on a Dexterity saving throw or
Charges. This bow has 5 charges for the following take 2d6 lightning damage. Each time a creature fails
properties and regains 1d4+1 expended charges daily at this save, the lightning arcs again to another creature
dusk. When you hit a target with ammunition fired from of your choice up to 10 feet away that has not yet
this bow, the target takes damage as normal and you can taken this damage this turn, forcing them to make that
expend the necessary number of charges to magically saving throw. The lightning can arc up to a number of
produce a storm effect. If an effect requires a save DC, creatures equal to your proficiency bonus.
it is 15 unless replaced by the weapon’s Stormborne ●● Sleet (2 charges). The ground in a 15-foot radius circle
property. The effects are as follows: centered on the target transforms into icy difficult
terrain, and a creature that ends its turn inside the area
●● Fog (1 charge). You cast fog cloud centered on the target.
takes 1d8 cold damage. This area lasts for 1 minute.
●● Gust (2 charges). You summon a burst of strong wind
●● Thunder (1 charge). Each creature within 10 feet of
that pushes the target away from you. The target must
the target must succeed on a Constitution saving throw
succeed on a Strength saving throw or be pushed 10
or be pushed 10 feet away from the target. The target
feet away from you. Huge or larger creatures have
also makes this save, with disadvantage, and is pushed
advantage on this save. If the creature fails the save by
10 feet in a direction of your choice (including vertically).
5/10/15/20 or more, it is instead pushed 20/30/40/50
feet away, respectively.

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Terraformers Arctic. Within the area, slippery ice covers the ground (if
Wondrous item, uncommon (requires attunement by a any) and the temperature falls to a chilly 30 degrees
Ranger) Fahrenheit. Creatures other than you that start their
turn in the area or moves into it for the first time on
This set of thick boots warm to rangers who cherish their turn must make a Dexterity saving throw against
their fundamental connection to druidic magic and the your spell save DC. On a failed save, the creature falls
environment around them. Each step and footprint offers prone.
a brief glimpse of the terrain they last manifested, and
Coast. A three-inch shallow pool of saltwater sweeps
leaves behind a similar lingering scent.
across the ground in the area and its air becomes
Your intrinsic connection to your favored terrain is humid and salty, instilling a sense of open sail freedom.
amplified by these boots. While you wear these boots, Creatures in the area cannot be involuntarily pushed or
you naturally imbue the ground within 30 feet of you pulled.
with characteristics of your favored terrain. You gain the Desert. Within the area, burning sand covers the ground
benefits of traveling in your favored terrain for an hour (if any) and the temperature rises to a hot 90 degrees
or more after traveling for only 10 minutes (instead of an Fahrenheit. Creatures other than you that start their
hour). turn in the area or moves into it for the first time on
Manifest Terrain. You can use a bonus action to their turn must make a Constitution saving throw
magically transforms the area within 30 feet of you into against your spell save DC. On a failed save, the
a version of one of your favored terrain of your choice, creature takes 1d8 fire damage.
which creates additional effects. If you roll initiative and Forest. Small wooded plants quickly sprout and fill the
are the first to act, you can instead use this property area, transforming it into a visible thicket. Creatures
at any point during your turn, no action required. The other than you that move more than 10 feet through
transformation of the area lasts for 10 minutes and the area take 2d4 piercing damage. A creature can take
reverts to its original characteristics when it ends. You this damage no more than once per turn.
can transform the area into each of your favored terrain Grassland. The area becomes warm and serene and any
once, and can’t transform an area into that terrain again temperature becomes a lovely 60 degrees Fahrenheit.
until the next dawn. The effects created by this property Small grass sprout from the ground (if any). Creatures
depends on your chosen favored terrain, as listed below. in the area have advantage on Wisdom saving throws
made to avoid or end the frightened condition.
Mountain. The air in the area (if any) whips up to a high
wind. Creatures other than you that start their turn in
the area or moves into it for the first time on their turn
must make a Strength saving throw against your spell
save DC. On a failed save, the creature is pushed 10
feet in one direction (you choose the direction when
you first create this effect). Small or Tiny loose or
unattended objects in the area are also blown along
that a direction until it exits the area.
Swamp. The ground in the area (if any) becomes soft and
Terraformers damp. It is difficult terrain for creatures other than you.

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Veil of the Hollow Other Items
Wondrous item, rare (requires attunement by a Ranger)
The items in this section are non-magical items a
This veil drapes softly across the head and seems to character may find at an adventure or store, such as
gently waft in an invisible breeze. These veils are worn adventuring gear and weaponry.
primarily by rangers of the Veil Watcher conclave who
travel the Astral Sea between the planes of life and death.
Bow Staff
To attune this veil, you must have traveled through the Weapon, exotic
Hollow Plane (or any other plane of souls) within the past
7 days. While you wear this veil, you gain its benefits. Bow Staff. Not to be confused with a bo staff, this special
weapon is a combined quarterstaff and shortbow, used
Sense Across Veils. When you use your Primeval
only by those familiar with their design. You can use
Awareness feature, you also learn the precise location of
a bonus action to transform the bow staff between its
any undead within 30 feet of you. If you precisely detect
quarterstaff and shortbow forms. While in their respective
any undead creatures this way, you can immediately use
forms, you can use them as those weapons.
a bonus action to cast hunter’s mark from the veil on any
number of them even if you cannot see them. You do not
need to expend a spell slot to target the first creature, Camouflage Cloak
but must expend a spell slot of 1st level or higher for Adventuring gear
each additional creature you target. You maintain While wearing this cloak, you have advantage on Dexterity
concentration on all spells cast this way simultaneously (Stealth) checks made to Hide in a natural environment
as if they were one spell. filled with foliage.
Before the Passage. When you are reduced to 0 hit
points, you can use your reaction to expend a spell slot
of 3rd level or higher to drop to 1 hit point instead. If Lasso
you expended a spell slot of 5th level or higher, you can Adventuring gear
immediately make one weapon attack with a weapon you This loop of rope is used by wranglers and requires two
are holding. You can use this property a number of times hands to wield. The lasso can be used to make grappling
equal to half your proficiency bonus, and regain expended checks against targets up to 10 feet away, but the grappler
uses when you finish a long rest. must make a Dexterity (Acrobatics) check instead of a
Strength (Athletics) check. A target grappled via lasso
cannot move more than 10 feet from the grappler.

Veil of the Hollow


Mantle of Nature
Adventuring gear
Each cloak comes in a variety of colors and patterns that
correspond to one type of ranger’s favored terrain. If you
are a ranger and you wear this cloak while in your favored
terrain, you gain the following benefits:

●● You can attempt to Hide even while in plain sight. You


make this check with disadvantage.
●● If you attempt to Hide while not in plain sight, you
ignore any disadvantage you have on the check.

Shieldbow
Weapon, exotic
Shieldbow. This special type of bow is a martial ranged
weapon crafted and used only by those familiar with
the design. A wide flange above its grip increases
the weapon’s weight but provides minor defensive
properties of a shield. It has the Heavy, Two-handed, and
Ammunition properties with a reduced range (40/160),
and deals 1d8 piercing damage on a hit. While wielding
this weapon in at least one hand, it also acts as a shield
that increases a wielder’s AC by 1 (instead of 2). As
normal, one can only benefit from one shield at a time.

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89
Tools of the Trade
Original Release: October 2022
This section presents items related to the work of
artisans, especially useful for characters who dabble in
the profession. Hidden behind many of these unassuming
tools, however, is a more sinister prupose. The original
compendium provides more details on the elusive group
of Master Artisans.

Tools of the Master Artisans


The most elite of Master Artisans carry one of the
following magical items or weapons, each designed to be
indistinguishable from an ordinary artisan’s tool.

Amplified Loupe
Wondrous item, rare (requires attunement by a character
proficient with jeweler’s tools)
Such magnifying lenses are expensive and difficult to find.
The last alleged location of such a lens was the hands
of a master jeweler, called to inspect and maintain the
Amplified Loupe
Numarruan crown jewels. Coincidentally, the Numarruan
prince went missing later that week.
You can use this magnifying lens as jeweler’s tools to
inspect gemstones. While attuned, you also double your
proficiency bonus to ability checks made using jeweler’s Creatures unaware of the multi-tool’s properties initially
tools. Creatures unaware of the lens’s properties initially perceive it as a simple tool and can use an action to
perceive it as a simple tool and can use an action to recognize its true purpose by succeeding on a DC 15
recognize its true purpose by succeeding on a DC 15 Intelligence (Arcana or Investigation) check.
Intelligence (Arcana or Investigation) check.
Scrap Tinker. While you hold this multi-tool and have
This lens has 7 charges for the following properties. It sufficient loose material such as wood, metal, stone, or
regains 1d4+3 expended charges daily at dawn. even glass, you can use a bonus action to magically create
Magnificent Spellcasting. You can use an action to one of the following tinker equipment. Each piece of
expend the necessary charges to cast one of the following equipment lasts for 10 minutes or until you use another
spells from the lens (spell save DC 15): blur (2 charges), action to dismantle them. Once you use this property, you
enlarge (2 charges), identify (1 charge), scorching ray can’t use it again until you finish a short or long rest.
(charges equal to spell level, up to 4th).
Identify Weakness. As a bonus action, you can expend Blade Gauntlet. You craft a blade-mounted gauntlet. Its
1 charge to peer through the lens and identify a weakness wearer can use the gauntlet like a magic shortsword
in a target you can see within 60 feet of you. You learn its with a +2 bonus to attack and damage rolls and is
resistances, immunities, and vulnerabilities, if any. You considered proficient with it. The wearer cannot be
can expend 1 additional charge to grant advantage to the disarmed of the weapon.
next attack roll made against the target before the start of Blaster Gauntlet. You craft a wireframe gauntlet. Its
your next turn. wearer can cast fire bolt from the gauntlet at will. Its
wearer can also cast burning hands from the gauntlet,
and regain the ability to do so after 1 minute.
Bash Kit
Ethereal Sensor. You craft a pair of magical lenses. Its
Wondrous item, rare (requires attunement by a character
wearer has a +5 bonus to passive perception The
proficient with tinker’s tools)
wearer can see through 3 feet of wood, 1 foot of stone,
Sometimes the most frightening people are the ones or 3 inches of metal that is not lead, up to a range of 30
without weapons or components, content with the single feet.
seemingly harmless repair tool on hand. Springing Boots. You craft a pair of wireframe boots.
You can use this multi-tool as tinker’s tools for appropriate Its wearer’s walking speed increases by 10 feet. The
repairs. While attuned, you also double your proficiency wearer can also take the Dash action as a bonus action,
bonus to ability checks made using tinker’s tools. and regain the ability to do so after 1 minute.

Tools of the Trade


90
Brewsome Masher Combinator Costrel
Weapon (flail), rare (requires attunement by a character Wondrous item, rare (requires attunement by a character
proficient with brewer’s supplies) proficient with alchemist’s supplies)
Chain-spun extractors typically find usage solely among An impressive feat of alchemical engineering straight
master artisans as their unwieldy designs tend to from the development worktables of Eidorik’s Laboratory,
discourage amateur brewers from the art. Such extractors this costrel is designed to conceal its three hidden
greatly accelerate the separation process so traveling compartments, its individual contents seemingly
brewers can be on their way. mundane to the untrained eye. Master alchemists who
You can use this flail as brewer’s supplies for separating understand the costrel’s utility carry it deftly into secure
solids and liquids. While attuned, you also double your areas, combining its contents into much more potent and
proficiency bonus to ability checks made using brewer’s deadly chemicals.
supplies. Creatures unaware of the flail’s properties You can use this costrel as alchemist’s supplies for
initially perceive it as a simple tool and can use an action storing or catching volatile chemicals. While attuned,
to recognize its true purpose by succeeding on a DC 15 you also double your proficiency bonus to ability checks
Intelligence (Arcana or Investigation) check. made using alchemist’s supplies. Creatures unaware of
Tipsy Flail. You have a +1 bonus to attack and damage the costrel’s properties initially perceive it as a simple
rolls made with this magic weapon. Once on each of your tool and can use an action to recognize its true purpose
turns, when you score a critical hit with this weapon, by succeeding on a DC 15 Intelligence (Arcana or
you can make one additional attack with it as part of the Investigation) check.
attack.
Infused Brew. When you finish a long rest, you can
magically brew an infusion using brewer’s supplies and
store it the flail. The infusion lasts until you use a bonus
action to consume it or feed it to a willing creature within
5 feet of you, or brew another infusion. When you brew an
infusion, choose from the following options:

●● Alcohol. A creature that consumes this infusion


becomes bolder for 1 minute. For the duration, it has
advantage on Strength checks and saving throws made
to avoid or end the frightened condition.
●● Coffee. A creature that consumes this infusion
becomes sharper for 1 minute. For the duration,
it has advantage on Intelligence saving throws
as well as saves against being put to sleep.
●● Nectar. A creature that consumes this
infusion regains 1d8 hit points.
●● Soda. A creature that consumes
this infusion becomes faster for
1 minute. For the duration, it
has advantage on Dexterity
checks and its walking speed Combinator Costrel
increases by 5 feet.

Brewsome Masher

Tools of the Trade


91
Volatile Fusion. The costrel conceals three Dart of Penmanship
compartments each holding one of three volatile Weapon (dart), rare (requires attunement by a character
substances: scorchpowder, winterflux, and viscigum. Each proficient with calligrapher’s tools)
compartment holds up to 3 ounces of the substance, and
you can use alchemist’s supplies to replenish expended The calligrapher’s fine hand coordination and control
substances when you finish a long rest. make them surprisingly excellent wielders of darts. In the
right hands, this dart flies exactly as planned, elegant and
While holding or wearing the costrel, you can use an
perfectly curved, even turning distant corners to strike
action to speak its command word and produce one of
targets far from the watchful gaze of guards.
the following effects, expending 1 ounce of the substances
required. You can use this dart as calligrapher’s tools to write.
While attuned, you also double your proficiency bonus to
●● Bite (scorchpowder, winterflux). The costrel produces ability checks made using calligrapher’s tools. Creatures
a stinging fluid you can immediately splash at a target unaware of the dart’s properties initially perceive it as a
within 10 feet of you as part of the action. The target simple tool and can use an action to recognize its true
must succeed on a DC 15 Dexterity saving throw or purpose by succeeding on a DC 15 Intelligence (Arcana
take 1d8 acid damage and be blinded for 1d4 minutes. or Investigation) check.
A creature can end this blindness by using its action Handwritten Line. When you make an attack roll with
to make a DC 15 Dexterity check to remove the fluid. this magic dart against a target you can see, you have a +1
If splashed on a nonmagical metal surface, the fluid bonus to the attack roll and ignore half and three-quarters
instead dissolves up to 1 inch of metal within a 5-foot cover. Immediately after the dart hits or misses, it returns
square area. to your hand.
●● Burn (scorchpowder, viscigum). The costrel produces Trace the Path. While holding this dart, you can use
a sticky burning wax you can immediately throw at a a bonus action to magically trace out a predetermined
target within 20 feet of you as part of the action. Make path. This path can be up to 120 feet long with as many
a ranged attack roll adding your proficiency bonus. On turns in any direction as you wish, and can pass through
a hit, the target is coated in wax for 1d4 minutes. A objects (though the dart cannot). When you use an action
coated target takes 1d6 fire damage at the start of each to release the dart, it flies along the predetermined path
of its turns. A creature can end this damage by using its and can pass through openings as narrow as 1 inch wide.
action to make a DC 15 Dexterity check to remove the If the dart would hit a creature, you can make a ranged
wax. attack roll as normal; on a hit, you deal an extra 4d4
●● Chill (winterflux, viscigum). The costrel produces a piercing damage and the dart stops. The dart also stops
sticky chilling paste you can immediately throw at a if it reaches the end of the path or hits an object heavier
target within 20 feet of you as part of the action. Make a than 1 pound. When a dart stops, it returns to your hand.
ranged attack roll adding your proficiency bonus. On a Once used, you can’t use it again until you finish a short
hit, the target takes 1d10 cold damage and is coated in or long rest.
paste for 1d4 minutes. A coated target’s walking speed
is halved. A creature can end this reduction by using its
action to make a DC 15 Dexterity check to remove the
paste.
●● Foam (all substances). The costrel produces an
expanding foam you can immediately throw at a
point within 20 feet of you as part of the action. The
substance expands into a 10-foot radius circle of
sticky foam that lasts for 1d4 minutes. This foam is
considered difficult terrain. A creature that starts its
turn in the foam or moves into the area for the first
time on a turn must succeed on a DC 15 Strength
saving throw or be restrained by the foam. A restrained
creature can free itself by using its action to repeat the
saving throw, ending the condition on a success.

Dart of Penmanship

Tools of the Trade


92
Death Threads

Death Threads Infiltrator’s Map


Weapon (dart), rare (requires attunement by a character
proficient with weaver’s tools) Infiltrator’s Map
These needles are most commonly used by master Wondrous item, rare (requires attunement by a character
weavers on the Islands of Akano where the textile proficient with cartographer’s tools)
industry thrives. When attached to threads, they allegedly Master cartographers have killed to get their hands on
transform the needle into a similar rope and blade one of these mapmaking parchments. Some have already
weapon used by the island’s assassins. This rumor done so literally, using the map to identify and eliminate
remains unverified as any evidence are indistinguishable key targets within unfamiliar foreign territory.
from the conventional weapon. You can use this parchment as cartographer’s tools
You can use this dart as weaver’s tools for sewing and for mapmaking. While attuned, you also double
stitching. While attuned, you also double your proficiency your proficiency bonus to ability checks made using
bonus to ability checks made using weaver’s tools. cartographer’s tools. Creatures unaware of the
Creatures unaware of the needle’s properties initially parchment’s properties initially perceive it as a simple
perceive it as a simple tool and can use an action to tool and can use an action to recognize its true purpose
recognize its true purpose by succeeding on a DC 15 by succeeding on a DC 15 Intelligence (Arcana or
Intelligence (Arcana or Investigation) check. Investigation) check.
Needle and Thread. You have a +1 bonus to attack Draw Surroundings. This 12-inch by 18-inch piece of
and damage rolls made with this magic weapon. While parchment is enchanted with divination magic. Over the
attached to at least 15 feet of thread, the dart empowers course of a minute while holding the parchment unfurled,
the thread with magic. The dart gains the two-handed you can cause it to magically map the general layout of
property and cannot hit targets more than 15 feet away, the land and its creatures within 15 feet of you. This map
but you can pull it back into your hand immediately after primarily displays vertical elements at your eye level such
the dart hits or misses. as walls or trees, but not other floors above or below
Catcher’s Cradle. As an action, you can throw a you. It may display hidden rooms or secret passageways
threaded dart and attempt to snare a Medium or smaller this way, though it does not reveal their means of access.
target you can see up to 15 feet away. The target must While you remain inside the mapped area, the map also
make a DC 15 Dexterity saving throw. On a failed save, represents creatures’ locations as small moving dots, and
the target is snared and cannot move more than 15 feet those creatures cannot benefit from being hidden from
from you. On your subsequent turns, you can use an a you. The map cannot identify the creatures, nor can it
bonus action to deal 1d4 piercing damage to the target. reveal anything invisible or magically hidden.
You can also use an action to tighten or loosen the length This map remains on the parchment until you cause
of thread between 5 to 15 feet, changing the target’s it to map another area, or until you speak another
restricted range of movement. The target escapes if it command word that temporarily renders the parchment
uses its action to repeat the save and succeeds or if you blank. Repeating that command word causes the map to
are no longer holding the thread with both hands. reappear.
Web Stitcher. While holding a threaded dart, you can Draw Region. When you use this parchment’s Draw
use an action to cast a version of web from it (spell save Surroundings property, you can cause it to map the area
DC 15). The spell only fills a 10-foot cube instead of a 20- within 75 feet of you instead of 15 feet. Once used, this
foot cube, and lasts for 1 minute instead of 1 hour. property cannot be used again until the next dawn.

Tools of the Trade


93
Iron Grip Molten Breath
Wondrous item, rare (requires attunement by a character Weapon (blowgun), rare (requires attunement by a
proficient with smith’s tools) character proficient with glassblower’s tools)
This pair of tongs find popularity among dwarven master A tiny fire elemental in the blowpipe helps keep the glass
smiths, many of whom prefer the minor enchantments temperature high as a glassblower works. In the hands
that help maintain the internal heat of their worked of skilled artisans, the pipe can launch viscous globs of
ingots. It also finds use among those who wish to carry molten glass at targets from a distance, effectively burning
an inconspicuous weapon to highly secure facilities, easily them even as they attempt to escape.
overlooked for its unassuming shape. You can use this blowgun as glassblower’s tools
You can use this pair of tongs as smith’s tools for for inflating glass. While attuned, you also double
manipulating burning material. While attuned, you also your proficiency bonus to ability checks made using
double your proficiency bonus to ability checks made glassblower’s tools. Creatures unaware of the blowgun’s
using smith’s tools. Creatures unaware of the tong’s properties initially perceive it as a simple tool and can use
properties initially perceive it as a simple tool and can use an action to recognize its true purpose by succeeding on a
an action to recognize its true purpose by succeeding on a DC 15 Intelligence (Arcana or Investigation) check.
DC 15 Intelligence (Arcana or Investigation) check. Heated Core. This blowgun uses glass or metal pellet
Purposed Blade. You can use a bonus action to ammunition instead of darts (such as marbles or ball
manipulate the tongs into their sword form, and use bearings), partially melting them as they pass through
another bonus action to revert them into tongs. While in the pipe. You have a +1 bonus to attack and damage
their sword form, they can be used as a magic shortsword rolls made with this weapon and deal an extra 1d6 fire
that deals an extra 1d6 fire damage to targets they hit. damage on a hit. Whenever you roll the maximum value
Flames of Forges. While holding this item regardless on this fire damage, you can roll that damage die again
of its form, you can cast the heat metal spell from it (spell and add it to the total, repeating this process until you no
save DC 15). Once cast, this spell can’t be cast again until longer roll the maximum value.
the next dawn. Burning Breath. You can use an action to cast the
burning hands spell through the blowgun (spell save DC
15). Once cast, this spell can’t be cast again until the next
dawn.

Molten Breath

Iron Grip (Tongs Form)

Iron Grip (Sword Form)

Tools of the Trade


94
No Safe Arbor
Weapon (handaxe), rare (requires attunement by a Lumber Hatchet. You have a +1 bonus to attack and
character proficient with carpenter’s tools) damage rolls made with this weapon, which deals an
extra 1d6 weapon damage to plants and plant creatures.
If a tree falls in a forest and no one hears it, especially if
the tree was the zealous king of a sovereign nation intent Tree Step. While holding this weapon, you can use a
on throwing resources at a fruitless battle to slay the bonus action to slice a rift into a tree and step through,
ancient dragon, does it make a sound? emerging from another similar tree within 120 feet. Both
trees must be living and at least the same size as you.
You can use this handaxe as carpenter’s tools for felling You must spend 10 feet of movement to use this property,
trees. While attuned, you double your proficiency bonus appearing in an unoccupied space within 5 feet of the
to ability checks made using carpenter’s tools. Creatures target tree. Once used, this property can’t be used again
unaware of the handaxe’s properties initially perceive it as until the next dawn.
a simple tool and can use an action to recognize its true
purpose by succeeding on a DC 15 Intelligence (Arcana
or Investigation) check. Revenant Block
Wondrous item, rare (requires attunement by a character
proficient with cook’s utensils)
The knives bound to this knife block were stolen from
the mortuarium of the shadowlord Kayn, sharpened by
revenant claws in the Shadowbarren.
When you attune to this knife block, it manifests three
spectral knives only you can interact with. They are
invisible to other creatures while in the knife block and
become visible when drawn. A knife teleports back to the
knife block if you are not holding it at the end of your turn.
You can use the knives as cook’s utensils for cutting
food. While attuned, you also double your proficiency
bonus to ability checks made using cook’s utensils.
Creatures unaware of the knife block’s properties initially
perceive it as a simple tool and can use an action to
recognize its true purpose by succeeding on a DC 15
No Safe Arbor Intelligence (Arcana or Investigation) check.
Revenant Knives. The knife block manifests three
unique spectral magic knives, each with unique statistics
and properties. You can draw a knife as part of an attack
made with it. You can use a bonus action to teleport any
drawn spectral knives back to the knife block; knives also
teleport back to the knife block if you are not holding them
at the end of your turn. The three knives are as follows:

Cleaver. This thick, heavy knife is designed to hew flesh


and split tendons. It is a handaxe with the Finesse
property. When you hit a target with this knife, you can
reduce its walking speed by 10 feet until the end of its
next turn, to a minimum of 10 feet.
Parer. This small, thin knife is designed to be precise. It
is a dagger that grants a +2 bonus to attack rolls made
with it and ignores half cover. This bonus increases to
+5 against targets two or more sizes smaller than you.
Slicer. This curved knife is designed to be simple and
adaptive. It is a dagger that can deal piercing or
slashing damage (your choice), and deals an extra 1d4
Revenant Block weapon damage on a hit.

Tools of the Trade


95
Rogue Skinner Roughian File
Weapon set (sickles), rare (requires attunement by a Weapon (club), rare (requires attunement by a character
character proficient with leatherworker’s tools) proficient with woodcarver’s tools)
These seemingly oversized shears find practical use For master woodcarvers, danger lies not in the weapons
among master leatherworkers, particularly for thicker they bring, but in the very material of the environment
leather from the tougher variety of beast. The odd shape itself. Those deft with the file can craft death from any
renders them relatively safe against flesh unless wielded mundane chair leg or broom well past any security
by the right hands. checkpoint.
These sickles come in a pair and you attune to them You can use this club as woodcarver’s tools for filing down
as a group. You can use a bonus action to combine wood. While attuned, you also double your proficiency
them into shears, during which they can be used as bonus to ability checks made using woodcarver’s tools.
leatherworker’s tools for cutting leather, and allows Creatures unaware of the club’s properties initially
you to double your proficiency bonus to ability checks perceive it as a simple tool and can use an action to
made using leatherworker’s tools. Creatures unaware recognize its true purpose by succeeding on a DC 15
of the sickles’ properties initially perceive the shears as Intelligence (Arcana or Investigation) check.
simple tools and can use an action to recognize their true Rough Edge. You have a +1 bonus to attack and
purpose by succeeding on a DC 15 Intelligence (Arcana damage rolls made with this weapon, and you deal an
or Investigation) check. You can use another bonus action extra 1d4 slashing damage to targets you hit with it.
to separate the shears into sickles. Quick Carver. You can use an action to transform
Dual Blade (Sickles Only). These magic weapons an appropriate length of nonmagical wood into one of
have the Light and Finesse properties, and you have a the following objects: a club, a javelin, a quarterstaff, or
+1 bonus to attack and damage rolls made with them. If a bundle of three arrows. Weapons and ammunition
you hit a target with one of these weapons and hit again created this way are magical with a +1 bonus to attack
with the other in the same turn through engaging in two- and damage rolls made with them. The objects lose their
weapon fighting, you deal an extra 1d4 slashing damage magic and become mundane after an hour. This trait is
with the bonus attack. This extra damage becomes 1d8 if obvious; other creatures can immediately discern these
the target is unarmored, is wearing leather or hide armor, objects’ temporary potency. You can use this property a
or has natural armor made of skin, leather, or hide. number of times equal to your proficiency bonus, and
Additionally, if the bonus attack was a critical hit, regain expended uses when you finish a long rest.
the target receives a -2 penalty to its AC that lasts for 1
minute.

Roughian File

Rogue SKinner

Tools of the Trade


96
Rubble, Gravel, Sand, Dust Severance Wire
Weapon (maul), rare (requires attunement by a character Weapon (sling), rare (requires attunement by a character
proficient with mason’s tools) proficient with potter’s tools)
The hammer appears like any other mason’s hammer, Few trained hands understand the unique uses of the
tooled specifically to hew stonework or pound them cutting wire. Those with the finesse and dexterity to
into place. With the right words, however, it grows to a sculpt clay innately know the best the areas to leverage
tremendous size, its properties magnified by tenfold. the wire’s cutting edge without exerting great force.
This weapon is normally the size of a hammer, during You can use this sling as potter’s tools for cutting clay.
which they can used as mason’s tools for crushing stone, While attuned, you also double your proficiency bonus
and allows you to double your proficiency bonus to ability to ability checks made using potter’s tools. Creatures
checks made using mason’s tools. Creatures unaware of unaware of the sling’s properties initially perceive it as a
the hammer’s properties initially perceive it as a simple simple tool and can use an action to recognize its true
tool and can use an action to recognize its true purpose purpose by succeeding on a DC 15 Intelligence (Arcana
by succeeding on a DC 15 Intelligence (Arcana or or Investigation) check.
Investigation) check. Pottery Sling. Ammunition fired from this sling is
True Size. While holding the hammer, you can use a considered magical and deal an extra 1d4 damage to
bonus action to speak its command word to enlarge it, targets they hit.
provided it has sufficient room to do so. While enlarged, it Night Garrote. You can use the sling as a deadly
becomes a maul and grants access to its other properties. garrote in stealthy situations. As an action, you can use
You can use another bonus action to speak a command two hands coil to the sling around a surprised target
word to return to the size of a hammer. within 5 feet of you that is of your size or smaller. The
Siege Hammer (Maul Only). You have a +1 bonus to target is grappled by you. For the duration of the grapple,
attack and damage rolls made with this magic weapon, a grappled target can only speak falteringly and takes
which deals double damage to objects and structures. damage equal to 1d8 + your Strength or Dexterity
Omni Crusher (Maul Only). This weapon has 3 modifier (your choice) at the start of each of its turns. It
charges and regains 1d3 charges daily at dawn. As an also makes its ability checks to escape this grapple with
action, you can expend 1 charge and swing this maul at disadvantage. You cannot use your hands for anything
nonmagical earth or stone no thicker than 3 feet, instantly else while grappling a target this way.
pulverizing a 5-foot square section of it. Alternatively, you
can expend 2 charges to cast shatter from it centered on
you (spell save DC 15; you are unaffected by this spell).

Rubble, Gravel, Sand, Dust

Severance Wire

Tools of the Trade


97
Skull Piercer
Weapons (light hammer and dagger), rare (requires
attunement by a character proficient with cobbler’s tools) Skull Piercer
Wizards or wealthy students who cannot be bothered
with the effort of note-taking turn to this notebook.
However, they find more use as eavesdrop tools among
thieves and investigators.
The mallet (light hammer) and awl (dagger) come in a
pair and you attune to them as a group. You can use them
as cobbler’s tools for punching holes in leather and while
attuned, you also double your proficiency bonus to ability
checks made using cobbler’s tools. Creatures unaware
of the weapons’ properties initially perceive them as
simple tools and can use an action to recognize their true
purpose by succeeding on a DC 15 Intelligence (Arcana
or Investigation) check.
Unassuming Tools. You have a +1 bonus to attack and
damage rolls made with these magic weapons. When you
hit a surprised target with either weapon, you can roll
twice as many dice for their weapon damage.
Awl Driver. Whenever you use the mallet to hit a target
you’ve already hit with the awl since the start of this turn,
you deal an extra 1d6 piercing damage.

True Colors
Wondrous item, rare (requires attunement by a character
proficient with painter’s supplies)
The larger paintbrush is uncommon among canvas
artists, used primarily by master painters skilled enough
to paint large murals. Such murals tend to be enormous,
stretching across walls, ceilings, or even entire building
facades. Few question the utility of such a large brush.
You can use this paintbrush as painter’s supplies for
painting large surfaces. While attuned, you also double
your proficiency bonus to ability checks made using
painter’s supplies. Creatures unaware of the paintbrush’s
properties initially perceive it as a simple tool and can use
an action to recognize its true purpose by succeeding on a
DC 15 Intelligence (Arcana or Investigation) check.
Brush With Death. While you hold this paintbrush, you
can use a bonus action to stiffen its bristles into a pointed
spear. While in this form, you can use it as a magic spear
that grants a +1 bonus to attack and damage rolls. You
can use another bonus action to soften the bristles.
Colorful Magic. This paintbrush has 5 charges for the
following properties and regains 1d4+1 expended charges True Colors
daily at dawn. If a property requires a spell save DC, it is 15.

●● Color Spray. While holding this paintbrush, you


can use an action to cast color spray from it at up to then use an action to touch the outline and cast one of the
4th level without material components, expending a following spells inside the enclosed outline, expending
number of charges equal to the level of the spell. the necessary charges: entangle (1 charge), faerie fire
●● Painted Arcana. Over the course of a minute, you can (1 charge), grease (1 charge), silence (2 charges), spike
paint a closed shape on a surface that fits inside 20-foot growth (2 charges). Spells cast this way don’t require
square, provided you have paints to do so. This outline concentration to maintain. The outline disappears after
is clearly visible to any creature that sees it. You can the cast spell ends, or 24 hours after it is drawn.

Tools of the Trade


98
An artisan’s workshop

Magic Tools Portanvil


Each tool is presented in alphabetical order. An item’s Wondrous item, uncommon
description gives the item’s name and category; if the item As an action, you can activate the magical runes inscribed
is magical, its rarity and its properties are also listed. on this Tiny anvil figurine and enlarge it to an anvil’s full
size over the course of a minute. At full size, this anvil
Bottle of Prismatic Ink weighs as much as a typical anvil and can be used as
Wondrous item, common such. After 1 hour or if you use an action to deactivate it,
the anvil gradually returns its original size over the course
When first found, this bottle contians 1d3 + 1 ounces of of a minute.
prismatic ink. A character proficient with calligrapher’s
supplies, cartographer’s tools, or painter’s supplies
can use an ounce of this ink to create prismatic text or Self-Sew Needle
paintings, granting them advantage abilitiy checks to Wondrous item, uncommon
create a quality work. This needle can be used as a regular sewing needle.
Alternatively, if an ounce of this ink is used in the While it is threaded, you can use an action to activate
production of a spell scroll that contains a spell that deals its innate magic and command it to begin patching up
damage, the character that crafted the scroll can change a tear in a fabric as if you had casted the mending spell.
the spell’s damage type dealt to one of the following: acid, The needle levitates and performs this work on its own,
cold, fire, lightning, poison. leaving you free to perform other work.

Hyperfine Whetstone Sunfire Torch


Wondrous item, rare Wondrous item, rare
This heavy enchanted item weighs 500 pounds. Over While this black iron torch is lit and stationary, either
the course of 10 minutes, this whetstone can be used to held in a holder or jammed into soft earth, you can use an
sharpen a bladed weapon, raising one of its damage dice action to activate its magic. The torch’s fire becomes very
by one tier, up to a d12. For example, a shortsword with hot — enough to smelt metals and melt glass. The torch
a damage die of 1d6 will now have a damage die of 1d8; returns to a normal flame after an hour or if the torch
a greatsword with 2d6 damage will now deal 1d6 + 1d8 is moved. Once used, this property can’t be used again
damage. Once used, the whetstone’s magic is consumed until the next dawn, provided it had been placed in direct
and becomes a mundane whetstone. sunlight for at least 1 hour. Until then, it can still be used
as a mundane torch.

Tools of the Trade


99
Xan Rockman’s
Emporium
Original Release: January 2022
This section presents dubious items sold by shady
merchants, each of a quality in various shades of
dubious, defective, questionable, or cursed. Each item is
presented by the infamous Xan Rockman himself, whose
charismatic presentation is key for the sale of such items.
Minor Curse. Some of the items in this section have a
minor curse, which are item properties similar to normal
curses. This type of curse cannot be revealed by an
identify spell or activity as usual, but can be discovered by
a skeptical character that succeeds on a DC 10 Wisdom
(Perception) or Intelligence (Investigation) check. The GM
makes this roll for the character in secret.
Archrider’s Whistle

Magic Items
Each item is presented in alphabetical order.
An item’s description gives the item’s name
and category; if the item is magical, its rarity
and its properties are also listed.

Archrider’s Whistle
Wondrous item, uncommon (requires attunement)
“Not every adventurer’s parents can afford a pony.
Sometimes, you just have to take whatever steed you can
get, which is true for the people who made this whistle.”
While attuned to this item, you can use an action to cast
find steed by blowing into the whistle. Once used, this
property can’t be used again until the next dawn.
Minor Curse. No matter what you choose, the steed
you summon with a spell cast from the whistle is slightly
inconveniencing, but fiercely loyal. Its form is miscolored
and awkwardly sized; it sheds dim light out to 10 feet and
leaves a trail of dim glowing footprints that fade after 10
minutes. Each steed harbors a particular dislike towards
certain types of terrain, though it may be persuaded
to move through it at half its speed. The steed only Bag of Holding
follows your orders, and can respond to your telepathic
communications with simple words, thoughts, or
concepts (GM’s choice). The GM determines the steed’s
appearance, or can choose from the following options:

Bastion. Red light glows from cracks in this warhorse’s


rocky body. Its walking speed is 50 feet instead of 60
Bag of Holding
feet, and every thunderous step it takes can be felt by
Wondrous item, uncommon
creatures within 30 feet of it or heard by creatures
within 60 feet of it. Bastion refuses to enter any hard “Xan Rockman here for the Bag of
terrain such as stone or marble, preferring to stick to Holding. All I can say about this bag
soft terrain like dirt or sand. is it’s definitely called and marketed as
Lucinda. This bright pink pony grows a beautifully a bag of holding. It certainly holds some
luscious mane from a glittering body. The light it sheds things better than others!”
is pink and its hoof-prints are made of glitter. Despite This backpack can hold 1 cubic foot or
the pony’s Medium size, it can still be mounted by 30 pounds of gear.
Medium creatures, though somewhat awkwardly. As an action, you can magically
Lucinda refuses to enter any terrain it deems unclean, adhere this bag to a flat surface for up
such as sand, mud or swampy water. to 10 minutes. For the duration, the
Ozzy. This bright green skin of this ooze-like mastiff bag becomes rigid and can hold up to
is partially translucent and leaves behind a trail of 500 pounds of weight against a force
slimy prints wherever it goes. Its mouth hangs open pushing or pulling parallel to the adhered
perpetually, saliva dripping like a leaky tap. Despite surface. Any significant force pulling the
the mastiff’s Medium size, it can still be mounted by bag perpendicularly away from the surface
Medium creatures, though somewhat awkwardly. Ozzy detaches the bag and ends the duration early.
refuses to enter any terrain that has standing water, Once used, this property cannot be used
such as puddles or coastlines. again until the next dawn.

Xan Rockman's Emporium


101
Boots of Bounding
Wondrous item, rare (requires attunement)
“No more coming in last - show off your athletic side with
this new line of speedy boots guaranteed to get you past
the finish line!”
While you wear these boots, your walking speed and
jump distance both increase by 10 feet.
Minor Curse. These boots are enchanted for
heightened speed, but not control. Whenever you end
your movement, you must travel at least 15 feet in a
straight line. If you do not finish your movement with a 15
foot straight line, you fall prone.

Boots of Bounding
Cloak of Disguise
Wondrous item, uncommon (requires attunement)
“Who needs a hat of disguise when a cloak will do
basically the same thing for less than half the price? Get
one today at Xan Rockman’s Emporium because these
cloaks MUST GO before inspection month!”
While wearing this cloak, you can use an action to cast
the disguise self spell. The spell ends if the cloak is
removed. You can do this four times, and regain expended
uses when you finish a long rest.
Curse. This cloak is cursed, and becoming attuned to
it extends the curse to you. Its true name is the croak of
disguise. As long as you remain cursed, the item slowly
turns you into a frog. At the end of each long rest, if you
have expended a use of disguise self with this cloak, you
must make a Charisma saving throw. The DC is equal
to 8 + three times the number of uses of disguise self
expended since the previous long rest. On a failed save,
you gain one level of transformation, starting with the
lowest level.

Transformation Level
Level Effect
1 Your skin feels more moist and slimy than usual.
Your eyes seem larger and bulge outwards. Your
2
pupils begin to narrow.
3 Webbing starts to grow between your toes.
Your mouth gets wider and your tongue grows 1d4
4
inches every day.
5 Your skin turns progressively green.
6 You transform into a frog.

If you are already have one transformation level, you


gain the next level. You suffer the effects of your current
Cloak of Disguise transformation level as well as all lower levels. When you
reach the final level, you permanently transform into a
frog, which can only be reversed by a wish spell.
If you have not used the cloak’s disguise property since
the previous long rest, you reduce your transformation
level by 1 every 1d6 days.

Xan Rockman's Emporium


102
Cramwow
Wondrous item, uncommon
“Hi it’s Xan Rockman with the Cramwow. You’ll be saying
wow every time. A regular towel doesn’t work wet, this
works wet or dry. Cramwow can cram up to 12 times
its weight in liquid. Look at this, it just does the work.
Tell you what, if you buy a Cramwow right now, right
this moment, I will throw in a smaller Cramwow free of
charge, perfect for mopping up spilled drinks.”
When placed in any liquid, this towel slowly absorbs up
to 5 gallons of liquid, at a rate of 1 gallon per minute. A
creature holding this towel can use an action to wring it
out, releasing a gallon of absorbed liquid from it.
Minor Curse. No matter how much you try, this towel
always leaves behind 2 ounces of liquid.

Crown of Owl Command


Wondrous item, uncommon (requires attunement)
“Xan Rockman here! If you have ever dreamt of
befriending animals or becoming a druid, boy have I
got the thing for you. With this new crown, you can
now speak with the majestic owl and command it like
a familiar! I can even legally say it works one-hundred
Cramwow! percent of the time, guaranteed!”
While you wear this crown, you become aware of the
presence of any owls within 60 feet of you.
As a bonus action, you can attempt to control of any
owls you detect. A target must succeed on a DC 10
Charisma saving throw or fall under your control. Owls
with a CR of 1/8 or lower automatically fail this save. An
owl remains under your control until it is ever more than
60 feet away from you, or until it dies.
You can verbally issue commands to any owl you
control (no action required), who follows them to the best
of its ability. If you issue no commands, an owl takes the
Dodge action and uses its move to avoid danger or stay
within 60 feet of you. If the owl is commanded to enter
combat, it shares your initiative count, but takes its turn
immediately after yours.
Minor Curse. While attuned to this crown, you can
only speak in owl hoots. This speech prevents you from
casting spells with a verbal component, and no one can
understand your speech unless they have the ability to
speak with animals.

Dancer’s Boots
Wondrous item, uncommon
While wearing these boots, your jump distance increases
by 20 feet, and your jump height increases by 10 feet.
Minor Curse. While wearing these boots, you must
Crown of Owl Command always jump up to your full height or distance whenever
you attempt to jump. If you do not have enough space for
your full jump and you smash into something, you take
1d6 bludgeoning damage.

Xan Rockman's Emporium


103
Fire Brand

Djinnin Tonic

Djinn in Tonic
Wondrous item, legendary
“I can tell you’re a big shot with no time for petty junk, so
I’ll let you in on a little secret. This is the rarest item in my Fire Brand
collection. Even the Farthinsian King doesn’t know about Weapon (any sword), rare
this lamp. It is, as you might say, a diamond in the rough...” “A better, cheaper alternative to your typical flame-
This lamp contains a trapped genie. As an action, you licking swords! Why spend an exorbitant amount of
can rub this lamp to release the genie, who is magically your personal life savings when you can buy this for
bound to grant you a single wish. You tell the genie your just a fraction of the price? For today only, you can get
wish, who makes it real as if you have casted the wish yours from the Xan Rockman Emporium, just outside
spell. Once used, you can never gain this benefit from the Annual World Market gates. You don’t even need
the genie ever again, and this genie cannot grant another admission into the market!”
wish for a year. You can use a bonus action to speak this magic weapon’s
Curse. The genie is by no means happy about its prison, command word, summoning a wreathe of fire around its
nor is it bound to interpret your wish to its liking. At GM’s blade. The fire sheds bright light out to 20 feet and dim
discretion, the genie can intentionally misinterpret the light for 20 feet beyond it. You deal an additional 2d6 fire
wish. A character that succeeds on a Wisdom (Insight) damage to targets you hit with this weapon. The flames
check can reveal the genie’s true intentions, while a last for 1 minute.
character that assists the genie in some way may be able Minor Curse. When ablaze, the weapon’s fire continues
to persuade the genie to grant this wish. to burn uncontrollably hot until its duration ends, unless
submerged in water or other extinguishing material.
Drifter’s Belt At the start of each of your turns, the weapon’s heat
Wondrous item, rare level increases by 1, which produces additional effects
described in the Fire Brand table. The weapon gains the
“Do you have back pain from reaching up? Have you fallen effects of its current and lower levels.
trying to paint your ceiling? Introducing the Drifter’s Belt:
rise to the challenge with this belt!” Fire Brand Level
While wearing this belt, you can use an action to Level Effect
magically rise into the air, provided you weigh no more
1 The weapon grows noticeably hotter.
than 500 pounds. You rise up to 15 feet vertically and
remain suspended there for 1 minute. Until the duration The weapon ignites any flammable objects inside its
2
ends, you can an action to change your altitude vertically bright light that are not worn or carried.
by 15 feet in either direction. Otherwise, you can only A creature that starts its turn wielding the weapon
move by pushing or pulling against a fixed object or or picks it up for the first time on a turn must make
surface within reach, which allows you to move as if you 3 a DC 10 Constitution saving throw. On a failed save,
were climbing. Once you use this property, you can’t use it the creature has disadvantage on attack rolls made
again until an hour has passed. with this weapon.
Minor Curse. The belt levitates you but does not When the weapon reaches this heat level, it
stop. Until the duration ends, you continue rising 15 feet immediately releases its intense fire in a 10-foot
at the start of each of your turns. You can prevent this 4 radius circle centered on itself. Each creature in the
movement by anchoring yourself to a fixed object or using circle must succeed on a DC 15 Dexterity saving
an action to remove the belt. throw or take 3d8 fire damage.

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Healing Sword Omnistrike-8
Weapon (any sword), rare (requires attunement) Wondrous item, common
“Healing word is old news! Healing sword is now ALL “You’re in the woods and a bear blocks your way.
the rage! Pick up yours today from the Xan Rockman Unfortunately, you only have a dagger. You just received
Emporium, just three blocks from the Anvil Corp on the mail but your greataxe can’t cut the parchment seal. What
corner of Mulberry and Pine streets, right by the market.” do you do? Introducing the Omnistrike-8! Never again will
This magic weapon has 4 charges and regain 1d3+1 you need another weapon again - simply summon one of
expended charges daily at dawn. When you hit a creature eight tools suited for the job!”
with this weapon, you can expend a charge to summon a This multi-weapon’s base form is a small tool that fits into
wave of healing energy through the blade. The weapon’s your palm. While holding this tool, you can use a bonus
attack instead deals no damage and the target regains action to change its shape, transforming it into one of the
2d6+2 hit points. following weapons of your choice. The weapon lasts until
Minor Curse. The target of the weapon is still hit by you use a bonus action to dismiss the weapon or change
the blade which still hurts. The target of the weapon its form, or until you die.
must make a DC 5 Constitution saving throw or become
incapacitated until the end of its next turn as they suffer Weapon Forms
excruciating and debilitating pain.
Form Weapon Form Weapon
1 Crossbow 5 Halberd
Long Coat
Wondrous item, common 2 Dagger 6 Scimitar

“A long coat to disguise your true height! Never again 3 Handaxe 7 Rapier
will you feel inadequate next to a warrior. Us gnomes 4 Battleaxe 8 Whip
can finally see humans eye to eye! Always be the bigger
person! No refunds because let’s be real, no one will want Minor Curse. The tool can easily transform into
to return this after being tall!” a weapon, but has difficulty retracting it. Whenever a
While you wear this coat, you can cast at will, a version of weapon is dismissed or transformed into another weapon,
alter self in which you can only change your height to be roll a d6. On a roll of 3 or lower, part of the weapon
up to 3 feet taller than normal. breaks and the tool can never take on the form of the
Minor Curse. This coat is slightly cursed. When you previous weapon again. Once all weapons have broken,
change your height, only your legs stretch while all of the tool becomes a mundane item.
your other body proportions stay the same. This change
fails to hold up to physical inspection; a creature can
use its action to inspect your appearance and discern
your true height by succeeding on a DC 10 Intelligence
(Investigation) check.

Mighty Pen
Weapon (dagger), uncommon
“You know what they say: the pen is mightier than the
sword. I went ahead and put that to the test and I found
out it’s true. Guaranteed to help you hurt your enemies or
Mighty Pen
your money back! Get yours today from the Xan Rockman
Emporium, just five blocks from the True Strike Forge.”
You have a +10 bonus to your attack rolls made with this
magic weapon. However, all damage you deal as a result
of this weapon becomes 1 force damage. This weapon
can also be used as a writing implement.

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Orb of Narration
Wondrous item, common
“I bought this little beauty from a famous writer in Zarkoth.
I won’t name names, but you’ll know who they are when
I mention them. Anyways, they swear these helped them
publish their first book!”
While holding this orb, you hear a distant voice
telepathically narrate your internal thoughts, feelings, and
everything you are doing right now in a dramatic fashion.

Party Rock Omnistrike-8


Wondrous item, common
“You’re on a date and it’s getting exciting. You need music
so you can profess your feelings. But how do you find
instant music? Introducing the Party Rock!”
When you speak this rock’s command word, it sets the
stage for a 10-minute party. For the duration, it emits off
bright, flashing, colored lights in a 20-foot radius, and
plays the latest popular song at that time. Until the lights
end, a creature that dances in the bright light for at least
1 minute may use Performance instead of Persuasion
when it rolls for a Charisma (Persuasion) check.

Pet Rock
Wondrous item, common (requires attunement)
“Rock pets are all the barbarian rage across the realms!
They make lovely companions who do not need to eat,
sleep, or be cleaned. A perfect gift for any child, except
legally for children under the age of 3 because that’s a
choking hazard. Take care of your pet rock responsibly.”
While attuned, this rock becomes an option for one of
your familiars, whether through the find familiar spell
or similar effect. This rock does not appear to have any
actions or movement available, but can somehow deliver
your touch spells for you as described by the find familiar
spell. Additionally, it has blindsight out to 5 feet (blind
beyond this radius), which is all you can see when you see
through its eyes. Party Rock
Minor Curse. This rock is a lost baby Aegalith. The
mother Aegalith stops at nothing to reclaim her lost
offspring, destroying people and villages in her wake.

Phial of Rocksy-Clean
Wondrous item, common
“Hi, Xan Rockman here for Rocksy-Clean, the stain
specialist, powered by the air you breathe and activated
by the water you drink. Use it on carpets. Use it on rugs.
It cleans, it brightens, it eliminates odors all at the same
time. Don’t just get it clean. Get it Rocksy-Clean.”
Each phial contains 10 ounces of Rocksy-Clean. When
Pet Rock poured onto a surface, the liquid instantly removes any
stains that fit inside a 1-foot radius circle and grants the
surface material a glamorous appearance.

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Plus One Weapon Stonewalker’s Wraps
Weapon (any), common Wondrous item, very rare (requires attunement)
“Get your +1 weapons now! It certainly has magic in it. “I can tell by your fine clothes you’re not looking for
Refunds? Why, you won’t need one! You’re going to love mundane trinkets — no! You’re looking power and I have
this! Get yours today from the Xan Rockman Emporium, just the thing for someone as strong as you!”
just right outside of the town gates!” While wearing these stony wraps, you have a +2 bonus
While holding this magic weapon in one hand, you can to the attack and damage rolls of unarmed strikes made
use an action or bonus action to duplicate a copy of the with your fists. These attacks become magical.
weapon in your other hand. The copy remains until it is Stone Form. While wearing these wraps, you can use
ever more than 5 feet from the original weapon, or until a bonus action to cast stoneskin on yourself once without
you dismiss it as a bonus action. providing material components, and regain the ability to
Uncommon Variant. Both the weapon and its copy do so when you finish a long rest. The spell manifests as
have a +1 bonus to their attack and damage rolls. a thin sheath of stone over your skin. While you have the
Rare Variant. Both the weapon and its copy have a +2 benefits of stoneskin cast from these wraps, the bonus to
bonus to their attack and damage rolls. your unarmed strikes increases to +3.
Stone Cage. Over the course of 10 minutes, you can
press your hands against a suitable stone surface and
Relay Rocks
cast meld into stone, provided you wearing these wraps.
Wondrous item, common
Curse. These stone wraps are cursed and long to
“Why spend a fortune on those fancy stones for reunite with stone to find rest. While you are under
communication? Pick up a relay rock now with just as the effects of stoneskin cast from these wraps, you
much utility and for a fraction of the price! Stop by the automatically attempt to cast meld into stone on any
Xan Rockman Emporium just three blocks from Haran’s suitably large stone surface you touch. The wraps cast
Shop of Magical Oddities.” this spell for you without your knowledge. If the spell
Relay rocks come in pairs, each carved to approximate succeeds, you are pulled into the target stone as if you
the shape and size of the other. While holding one of had casted the spell.
these rocks, you can use an action to cast sending from it Once you have entered stone through the use of a meld
targeting the holder of the other rock, provided it is within into stone spell cast from this item, you must succeed on
10 miles of you. If no creature is holding the target rock, a DC 22 Strength check whenever you try to leave it. If
you know immediately before casting the spell. Once you fail this check, you cannot attempt to exit the stone
sending is cast from one of these rocks, they can’t be used material for another 10 minutes. If you are still inside
again until the next dawn. If one of the rocks from a pair stone when the spell ends, you are expelled from the
is destroyed, the other becomes nonmagical. stone and take 4d6 bludgeoning damage.
Minor Curse. These relay rocks are poorly tuned to
each other and prone to interference. Whenever sending
is cast from one of these rocks, roll a d6. On a roll of 2 or
lower, the spell instead targets a random creature within Stonewalker’s Wraps
10 miles of you that is holding another relay rock not
paired with yours.

Relay Rocks

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Totem of Undying

Totem of Undying
Wondrous item, common
“The word on the street is, everyone needs a totem of
undying. You in trouble? Totem of undying. You need a
change? Totem of undying. Want a do-over? Totem of
undying. What does it do? Don’t ask me, see for yourself!
Get yours today from the Xan Rockman Emporium, just
two blocks from the Sylvus Limited Depot on the corner Wand of Clams
of Grand Street, right outside the dumpling shop.”
While holding this totem, you can use an action to undye
materials. You remove any dyes from all materials within
3 feet of you such as fabric, wood, or metal, returning
them to their original colorations. Once used, this
property cannot be used again until the next dawn. Wand of Clams
Wondrous item, uncommon (requires attunement)
Totem of Warning “Look, I’m Xan Rockman and even I don’t know how to
Wondrous item, uncommon sell this thing. It’s from an old waves druid off the coast
This totem has 3 charges and regains 1d3 expended of the Glittering Sea who had an affinity for clams, but no
charges daily at dawn. As an action, you can expend a one told her clams weren’t any good. When she passed, I
charge and cast alarm from this totem. came into possession of this wand and have been trying
Minor Curse. Regardless of the type of alarm you to sell it for 10 years now. I’ll give you a discount, how
choose when you cast the alarm spell using this item, a about that? Take this thing off my hands.”
triggered alarm produces an apathetic recording of a While wielding this wand, you can use an action to
warning audible up to 120 feet from the totem. summon 2 clams in an unoccupied space you can see
within 30 feet of you. Up to 10 clams can occupy the
Vine Staff same space as a swarm. Each clam is a Small fey with
Weapon (quarterstaff), common AC 13, 1 hit point, blindsight 10 feet, and a strength score
of 0. If a clam must make a saving throw, it automatically
This staff is a long vine tendril that can transition between fails. Each clam lasts up to 1 minute, or until it dies, after
a rigid state for combat usage and a flexible state for which it disappears.
storage. While holding the staff, you can speak its
Summoned clams share your initiative order, but take
command word to transform it between both forms. This
their turn immediately after yours as a group. On each of
staff can be used as a spellcasting focus in either state,
their turns, you can command each clam to move up to 5
but can only be used for weapon attacks in its rigid state.
feet and bite a creature within 5 feet of it. You make only
If commanded to become rigid while curled up inside a
one melee attack roll against each selected target, adding
small space, the staff only stiffens as much as the space
instead a bonus equal to the number of clams involved in
allows.
the attack. On a hit, a target takes 1 piercing damage for
each clam involved in the attack.

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Weapon of Alarm

Weapon of Alarm Weapon of Returning


Weapon (any), uncommon (requires attunement)
Weapon (any Thrown weapon), common (requires
“Has your night’s rest in the forest ever been disrupted attunement)
by a pack of wolves? Maybe a horde of slime cubes
“Has your night’s rest in the forest ever been disrupted
forced you out of your dungeon during a break. Never
by a pack of wolves? Maybe a horde of slime cubes
again! With this new line of weapons, you’ll always be
forced you out of your dungeon during a break. Never
ready for a fight! Get one now at half the cost of all other
again! With this new line of weapons, you’ll always be
competitors! Comparable to similar Anvil Corp Brand
ready for a fight! Get one now at half the cost of all other
weapons.”
competitors! Comparable to similar Anvil Corp Brand
This magic weapon warns you of danger. While this weapons.”
weapon is on your person, the weapon telepathically
Immediately after making a Thrown weapon attack
warns you of danger, granting you a +1 bonus to
with this magic weapon, it returns to you regardless of
your initiative rolls. Additionally, you and any of your
whether it hits or misses.
companions within 30 feet of you cannot be surprised,
Minor Curse. When the weapon returns to you, it flies
except when incapacitated by something other than
back with unrestrained force. It makes an attack against
nonmagical sleep.
you using the result of your previous attack roll. If it hits
Minor Curse. The weapon is a sentient chaotic neutral
you, you take damage as if you were the target of your
weapon with an Intelligence of 12, a Wisdom of 10, and
own attack. Regardless of whether it hits or misses you,
a Charisma of 13. It has hearing and darkvision out to
you catch it in your hand.
a range of 60 feet. The weapon can speak, read, and
understand Common, and can communicate with its
wielder telepathically. Until this curse is revealed, the
Adventuring Gear
weapon only speaks to its wielder when warning them of The items in this section are gear of questionable use.
danger. Some of these items have a defect property as described
Whenever the weapon would normally warn its wielder in the Dubious Items section.
of danger, it must first succeed on a Wisdom check to
notice said danger, which is typically an enemy’s Dexterity Bone Key
(Stealth) checks. If the weapon fails this check, it warns Adventuring gear
the wielder after combat is finished and apologizes for the
delay. “Who needs a key made from the whole skeleton when a
single bone will do?”
This weapon’s consciousness is a sliver of its
enchanter’s nervous psyche, embedded into the weapon As an action, you can insert this skeleton key into any
for sale as a cheaper Weapon of Warning. It speaks in an mundane nonmagical lock and unlock it.
informal and panicked tone, as its consciousness is made Defect: Fragile. This skeleton key is made from actual
of nervous fear. It secretly hopes to find with its creator bone, which is fragile. Whenever this key is used, roll a d6.
and reunite with the creator’s other emotions, finally On a roll of 2 or lower, the skeleton key breaks and can
bringing peace to its anxious state. never be used again. Additionally, part of the key breaks
and lodges inside the lock, which cannot be removed
without permanently scarring the lock.

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Clap Chop
Weapon (any axe)
“Xan Rockman with the new Clap Chop, the revolutionary
chopping product now available for a limited time! You’re
going to be in a great mood all day because you’ll be
clapping your troubles away with the Clap Chop! But
wait! If you buy one now, I’ll throw in a free chopping
board absolutely free of charge! What are you waiting
for?”
Once on each of your turns, you can make special Clap
Chop Attacks (trademark pending) with this weapon. If
you can make multiple attacks, this attack replaces one
of them. Make a melee weapon attack against your target.
If you hit, you deal 1d4 slashing damage (do not add your
ability modifier to this damage), and you can immediately
make another attack with this weapon against the target
as part of the same attack. You only hit if your new roll
equals or exceeds your previous roll. You can continue
making new attack rolls this way each time you hit your
target a number of times equal to your proficiency bonus,
or until you miss.
This weapon also doubles as a chopping tool used as Clap Chop
cook’s utensils. You have advantage on checks made to
dice food into cubes with this weapon.

Gratesword
Weapon (greatsword)
“New from Xan Rockman’s Emporium! A combination
greatsword and cheese grater! Perfect for any fine-dining
gourmet chef who needs to slice their ‘mies and dice their
cheese.”
If you make an attack roll with this weapon and miss your
target’s AC by 1, you deal 1d4 slashing damage to it as
you partially grate your target’s skin.
This greatsword also doubles as a tool for grating
cheese used as cook’s utensils.

Lock Pick
Weapon (warpick)
“This odd weapon is a favored tool by all thieves. Its
unusual shape and size makes it excellent for any thief
seeking to break into restricted areas thanks to its
dual purpose for stealth and excessive force.”
Lock Pick. This weapon deals an additional
2d6 damage to locks.
Pick Lock. You can use the end of Gratesword
this weapon as a lock pick from a
thieves tool.

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Master’s Lyre
Other, instrument
No matter how you play this instrument, it always creates
beautiful music.
Minor Curse. The music only sounds good the person
playing the instrument, but sounds horrid and grating to
anyone else who listens

Pointed Ears
Other
While you wear these ears, other humanoids you
encounter tend to believe you are an elf. A creature that
succeeds on a DC 10 Wisdom (Perception) or Wisdom
(Insight) check discovers you are not an elf. If you have
non-traditional elven features, such as a tail, scales, or
tusks, the creature has advantage on this check. Gnome Alone Scroll
Other, Treasure
Potion of Descent “See the latest phenomenon, starring rising child actor
Potion Makkolo Cullinson in the beloved Gnome Alone! Fun
traps and unforgettable hijinks galore!”
“This potion works one-hundred percent of the time,
sixty percent of the time to remove all of your bodily This scroll of paintings is a painstakingly-copied
odors. What’s that? No, it doesn’t help get into cellars or counterfeit of popular play Gnome Alone, starring
dungeons.” international theatre star Makkolo Cullinson.
This potion supposedly removes a drinker’s ability to
perspire. When you first drink this potion, the GM rolls Longbow Flex
to secretly determine whether the potion works on you. Other, treasure
There is a 20% chance the potion works for each creature. “Welcome to Longbow Flex, the leading exercise aid for
your archery arm! All it takes for quick results is one
Trinkets and Treasures simple workout done 20 minutes a day for three days a
This section lists items that generally do not have any week. That’s not all! If you buy now, I’ll throw in a free
noticeable use or effect. They are often sold or traded as Longbow Flex Extreme!”
treasures, or given freely as a trinket. Over the course of a long rest, you can use this piece
of workout equipment to practice drawing a bowstring.
Applewasp Coupon When you finish that long rest, you have a 1% chance
Other, treasure to gain proficiency with a longbow. If you are already
proficient, you gain a +1 bonus to attack rolls you make
“For a limited time only! Unlimited breadsticks at the with a longbow. You can only benefit from this bonus once.
award-winning Applewasp Cafe!”
A pass allowing entry into the local Applewasp restaurant
Monogram Kit
for unlimited breadsticks. It expires in 1 month.
Other, treasure
This small sewing kit can be used to monogram a piece of
Big Gripper fabric or leather with a small set of initials no larger than
Other 1 square inch.
“Have you ever been on your comfortable couch reading
your favorite animated scrolls, only to discover your mug
Shoulder Comfy
of Essyrn Tea is just out of reach? Never again! Now you
Other, treasure
pick up your drinks and plates from the comfort of your
recliner without moving a toe!” “This holiday season for the Winter Games, give your
friends the gift of the Shoulder Comfy TM! Keep
This set of mechanical claws can be used to grab or grip
yourselves warm for the coldest events ahead!”
objects no heavier than 1 pound that are up to 3 feet
outside your reach. You cannot use this extension claw to This fluffy wrap is designed to keep one’s shoulders warm,
accomplish tasks that require fine manual dexterity, such though it does not provide much protection for the other
as turning knobs or picking locks. body parts.

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Miscellaneous
Box of Banded Aids This section includes stand-alone items that were not
released as part of any compendium in 2022.

Box of Banded Aids


Adventuring gear
This small leather box of adhesive medical strips are a
popular nonmagical aid on the battlefield. Combat medics
often carry several of these boxes to hand to common
soldiers not suffering from grevious wounds.
When first found, this box contains 2d4 bands. You can
use an action to apply a band to a living creature you
touch and make a DC 10 Wisdom (Medicine) check. If
you succeed, the creature regains 1d4 hit points. These
bands have no effect on constructs or undead.”
Glove of Blasting

Glove of Blasting
Wondrous item, rare (requires attunement by a
spellcaster)
Arcane orange lines thread densely beneath the thin
leather of this glove, linked between circular gemstone
nodes from the wrist to fingertips. Each node pulses with
every charge absorbed from the spell, flickering with dim
unrefined energy. Despite the arcane power that flows
through the glove, it remains unnaturally cool to wear.
When you cast a spell of 1st-level or higher that
successfully deals fire damage to a target, the glove
siphons the excess arcane energy and gains 1 charge, up
to a maximum of 5 charges. When the glove as at least 3
charges, you can use an action to expend all of its charges
and cast scorching ray from it using your spell attack
bonus. The spell’s level is equal to number of charges
expended minus 1.

Heartbreaker
Weapon (rapier), rare (requires attunement)
A cracked pink diamond glimmers at the rose pommel
of this silver rapier. From the rose sprouts a rose gold
guard and grip, twisting into soft silver roots that crawl
up the blade. This rapier once belonged to a magnificent
hero bard known to cause unmendable sorrow wherever
they went. Contrary to expectations, its name did not
describe the bard’s romantic interactions, but rather their
propensity to produce widows.
When you hit a creature with a melee weapon attack
with this magic weapon, you deal an extra 1d8 psychic
Heartbreaker damage.
Sorrow Core. If you score a critical hit with this
weapon, the creature bleeds for 1 minute, provided it
is not undead or a construct. At the start of its turns, a
bleeding creature must make a DC 15 Constitution saving
throw, losing 1d4 hit points on a failed save and ending
the bleeding condition on a success.

Miscellaneous Items
112
Long-Winded Great Axe

Long-Winded Great Axe


Weapon (great axe), uncommon
Originally forged as a vessel for a pirate’s
soul, this axe now exists as a simple sentient
weapon without a living body. Two ribbed
blades made of a turquoise steel, cut like a
scallop shell, sprout from this axe’s weeded,
gnarled handle.
This magic weapon has 3 charges and regains 1d3
expended charges daily at dawn. When you take the
attack action, you can expenda charge and replace one
of your attacks with a fan sweep of the weapon. A line of
strong wind 5 feet wide and 20 feet long extends from
you in a direction of your choice. Each Medium or smaller
creature in the line must succeed on a DC 15 Strength
saving throw or be pushed up to 15 feet in the direction
of the line. If a creature is within 5 feet of you when it
fails this save, it also takes 1d6 cold damage. Medium or
smaller objects are also pushed by the wind this way.
Sentience. Long-Winded Great Axe is a sentient
chaotic neutral weapon with an Intelligence of 9, a
Wisdom of 13, and a Charisma of 16). It has hearing and
normal vision out to a range of 120 ft, and communicates
audibly in a loud braggadocious voice such that creatures
within 60 feet of it can hear it. It can read, speak, and
understand Common.
A pirate captain named Phaedrus Highcrow resides in
this axe and always has a story to tell, earning him the
nickname of the Long-Winded Bard of the Topaz Sea.
After succeeding in achieving immortality (in a sense), he
is content to tell boisterous and greatly exaggerated tales
of his accomplishments whenever he is drawn, and offers
grating commentary on the wielder’s combat ability.

Rot
Weapon (scimitar), rare (requires attunement)
This weapon was allegedly forged by ancient battle mages
for the old Necromancy Civil Wars. The glassy edge of
this obsidian scimitar reflects like a mirror. The wicked
crack that runs the length of the blade pulses gently with
a sickly green in knowing response to nearby creatures.
You have +1 bonus to damage and attack rolls made with
this magic weapon.
Necroblade. Once per turn, when you deal damage to a
creature with this sword, the creatures take an additional
1d6 necrotic damage. If you have less than half your hit
points remaining, you deal an additional 2d6 necrotic Rot
damage instead.

Miscellaneous Items
113
Appendix A: Magical Items by Rarity
The tables below organizes each item in the compendium
by for GMs seeking items of a certain type or looking to Uncommon Items
reward players of a certain range of levels. Each one is Item Name Item Type Attune
listed with its item type and attunement requirements.
Adrena-Shot Adventuring Gear No
Use the Appendix C: Index of Items to locate the items
in this book or the Table of Contents to find items by Aethos Photon Barrier Wondrous Item Optional
associated theme. Ambuscade Stone Wondrous Item Yes

Magic Items
Archrider's Whistle Wondrous Item Yes
Arkus-5 Quasar Pistol Weapon Optional
Magic items are organized by increasing rarity from
common to legendary. Arrow of Tracing Ammunition Optional
Ashmaker Weapon No
Common Items
Ashmarble Slab Wondrous Item No
Item Name Item Type Attune
Augmenteer Weapon Yes
Atmospheric Armor Armor No
Auto-Scanner Wondrous Item Yes
Bottle of Prismatic Ink Wondrous Item No
Axonomaly Weapon Yes
Dampening Bucket Wondrous Item No
Bag of Holding Wondrous Item No
Eternal Parchment Wondrous Item No
Band of Devotion Wondrous Item No
Etlas Photon Gear Wondrous Item No
Belt of Asteroids Wondrous Item Yes
Fairweather Kite Wondrous Item No
Biosmith Goggles Wondrous Item Yes
Hitchhiker's Guide to the
Wondrous Item No Bloodforge Powder Wondrous Item No
Cosmos
Horoscope Wondrous Item No Bloodstone Chunk Wondrous Item No

Jar of Stardust Wondrous Item No Bracers of Zealotry Wondrous Item Yes

Long Coat Weapon No Broach of Primordials Wondrous Item Yes

Omnistrike-8 Wondrous Item No Cloak of Disguise Wondrous Item Yes

Orb of Narration Wondrous Item No Contradent Weapon Yes

Party Rock Wondrous Item No Cramwow Wondrous Item No

Pet Rock Wondrous Item Yes Crown of Owl Command Wondrous Item Yes

Phial of Rocksy-Clean Wondrous Item No Dancer's Boots Wondrous Item No

Plus One Weapon Weapon No Devil's Shackles Wondrous Item Yes

Potion of Descent Potion No Devil's Sting Wondrous Item Optional

Relay Rocks Wondrous Item No Dracon Tongue Wondrous Item Optional

Saturnine Ring Ring No Druid’s Pouch Wondrous Item Yes

Seaward Amulet Wondrous Item No Eye of the Primeval Mother Wondrous Item Yes

Signal Token Wondrous Item No Fiendish Talisman Wondrous Item No

Tinted Solar Lenses Wondrous Item No Fiendslayer Armor Armor No

Totem of Undying Wondrous Item No Fractal Chakram Weapon No

Vine Staff Weapon No Fulgurite Totem Wondrous Item No

Weapon of Returning Weapon Yes Fury Reaver Weapon Yes


Guardener's Rake Weapon Yes
Guardian Whistle Wondrous Item Yes

Appendix A: Magical Items by Rarity


114
Uncommon Items (cont.) Rare Items
Item Name Item Type Attune Item Name Item Type Attune
Hand Pistil Weapon Yes Aeon Shard Wondrous Item No
Hunter's Cap Wondrous Item Yes Ambrosia of Champions Potion No
Hyperion Rail-7 Weapon Optional Amplified Loupe Wondrous Item Yes
Hypermace Weapon Yes Armlet of Ooze Wondrous Item Yes
Long-Winded Great Axe Weapon No Bash Kit Wondrous Item Yes
Merfolk's Fins Wondrous Item Optional Biofusion Crystal Wondrous Item No
Mighty Pen Weapon No Black Sun Amulet Wondrous Item Yes
Mini-Comet Wondrous Item No Bloodforge Amulet Wondrous Item Optional
Mini-Meteor Wondrous Item No Boots of Bounding Wondrous Item Yes
Obsidian Cull Weapon Yes Boundless Sponge Wondrous Item No
Octopodic Breathers Wondrous Item Optional Brewsome Masher Weapon Yes
Oracle's Eye Wondrous Item Yes Circlet of the Contract Wondrous Item Yes
Pail of Excess Sand Wondrous Item No Cloak of Blossoms Wondrous Item Optional
Parabox Wondrous Item No Combinator Costrel Wondrous Item Yes
Planter's Spade Weapon No Conchuest of Seas Weapon Yes
Portanvil Wondrous Item No Dart of Penmanship Weapon Yes
Reverberating Arrow Ammunition No Daybreak Weapon Yes
Rime Cutter Weapon Yes Death Threads Weapon Yes
Roquelaure of Arrows Wondrous Item Yes Drifter's Belt Wondrous Item No
Saber Atomica Weapon No Dust of Blight Wondrous Item No
Scalpel of Alteration Weapon Yes Equilibrium Weapon Yes
Self-Sew Needle Wondrous Item No Etlas Personal Photon
Armor Yes
Armor
Skitterface Wondrous Item Yes
Fiendcatcher Weapon No
Stenographer's Folio Wondrous Item No
Fire Brand Weapon No
Sunward Parasol Shield Optional
Fractal Coil Weapon Yes
Taurid Chargers Wondrous Item Optional
Gamma Pinnacle X-2 Weapon Yes
Technomage's Eye Wondrous Item Yes
Gloomshroud Wondrous Item Yes
Terraformers Wondrous Item Yes
Glove of Blasting Wondrous Item Yes
Tormented Chain Wondrous Item Yes
Healing Sword Weapon Yes
Totem of Warning Wondrous Item No
Heartbreaker Weapon Yes
Tyncture of Undeath Potion No
Helix Thunder Weapon Optional
Vase of Many Faces Wondrous Item No
Hellfire Belcher Weapon Yes
Void Grenade Wondrous Item No
Hemoglobe Wondrous Item No
Wand of Clams Wondrous Item Yes
Hyperfine Whetstone Wondrous Item No
Wave Runner Suit Wondrous Item No
Infiltrator's Map Wondrous Item Yes
Waveskimmer Shieldboard Shield Yes
Iron Grip Wondrous Item Yes
Weapon of Alarm Weapon Yes
Mask of Many Phases Wondrous Item Yes

Appendix A: Magical Items by Rarity


115
Rare Items (cont.) Very Rare Items
Item Name Item Type Attune Item Name Item Type Attune
Meathook Weapon No Aureliate Nectar Potion No
Molten Breath Weapon Yes Belt of Celestial Prestige Wondrous Item Yes
Nanite Shot of Durability Adventuring Gear No Bioforge Hammer Weapon Yes
Nanite Shot of Vitality Adventuring Gear No Bonecage Armor Yes
Neutron Starhammer Weapon Yes Dimensional Sieve Shield Yes
No Safe Arbor Weapon Yes Dust of Growth Wondrous Item No
Nova Grenade Wondrous Item No Eagle's Plumage Wondrous Item Optional
Owl's Peer Wondrous Item Yes Eye of Aziridan Wondrous Item Yes
Pyrite Idol Wondrous Item Yes Furnal Claws Weapon Yes
Revenant Block Wondrous Item Yes Hare Extensions Wondrous Item Optional
Rogue Skinner Weapon Yes Horn of Extravagant Wealth Wondrous Item No
Rot Weapon Yes Infinity Edge Weapon Yes
Roughian File Weapon Yes Junction Anchor Wondrous Item No
Rubble, Gravel, Sand, Dust Weapon Yes Last Light Weapon Yes
Sand Disc Buckler Wondrous Item Optional Minute Sand Wondrous Item No
Sauliver's Rose Wondrous Item No Nebula Shroud Wondrous Item Yes
Serpyte's Lily Wondrous Item Yes Ocean's Edge Weapon Yes
Severance Wire Weapon Yes Scepter of the Mad Fiend Weapon Yes
Shadow Trace Weapon Yes Stonewalker's Wraps Wondrous Item Yes
Shell Shock Weapon Yes Stormcall Weapon Yes
Shrieking Skull Weapon Yes Superposition Charm Wondrous Item No
Silverspawn Weapon Weapon No Tranquility Wondrous Item Yes
Skull Piercer Weapon Yes Wetwork Stapler Wondrous Item No
Starfall Weapon Yes Wormstone's Brim Wondrous Item Yes
Sunfire Torch Wondrous Item No
System Ring Ring Yes
Tidepool Staff Weapon Yes
Tonaxouchtl Petal Wondrous Item No
Torrentializer Weapon No
True Colors Wondrous Item Yes
Tyncture of Beast Form Potion No
Tyncture of Ooze Sight Potion No
Tyncture of the Wyrm Potion No
Veil of the Hollow Wondrous Item Yes

Appendix A: Magical Items by Rarity


116
Legendary Items
Item Name Item Type Attune
Aberrant Claw Wondrous Item Optional
Bleeding Heart Weapon Yes
Bloody Strife Weapon Yes
Chronostad Needle Weapon Yes
Djinn in Tonic Wondrous Item No
Faryonda's Botanical Garden Wondrous Item Yes
Lamp of the Lightkeeper Wondrous Item Yes Artifacts
Moon Shard Weapon Yes The following items are artifacts, items of tremendous
Polymerge Lancet Weapon Yes power capable of altering the world and are often the
center of a campaign. Their original compendiums offer
Reignbow Weapon Yes
more details on how to set up a game.
Soulsnare Weapon Yes
Squirm Weapon Yes
Artifacts
Item Name Item Type Attune
Sun Shard Weapon Yes
Agony & Ruin Weapon Yes
Tyncture of Celestial
Potion No Apotheose Dial Wondrous Item No
Radiance
Arathin's Rod of Reanimation Weapon Yes
Vanishing Point Weapon Yes
Aubade Core Weapon Yes
Void Shard Weapon Yes
Crown Judgment Weapon Yes

Items with Varying Rarities Eulogy Weapon Yes


Item Name Item Type Attune Hexaegis Shield Yes
Bravos Personal Drone Wondrous Item Yes Orb of Atelia Wondrous Item Yes
Polymutic Shot Wondrous Item No Pale Respite Wondrous Item Yes
Spell Disk Wondrous Item No Shattered Horizons Weapon Yes
Techno-Prosthetic Limb Wondrous Item Yes Sun Slayer Weapon Yes
Tyncture of Fey Glamour Potion No Traitor's Tongue Weapon Yes
Vita-Gel Adventuring Gear No Witherstep Wondrous Item Yes
Vita-Shot Adventuring Gear No Worldshapers Wondrous Item Yes

Appendix A: Magical Items by Rarity


117
Appendix B: Nonmagical Items
These nonmagical items range from basic adventuring
gear for heroes’ use on their journeys to different types
of special weapons and shields that don’t follow the basic Nonmagical Items (cont.)
weapon rules, such as the khopesh (sickle-sword) or the Item Name Item Type
heat-resistant heat shield. Use the Appendix C: Index
of Items to locate the items in this book or the Table of Monogram Kit Other
Contents to find items by associated theme. Needlewrack Plant

Nonmagical Items Pointed Ears Other


Item Name Item Type Radiance Balm Adventuring Gear
Applewasp Coupon Other Ragebristle Spine Weapon
Atomic Edge Weapon Rim Runner's Mantle Adventuring Gear
Big Gripper Other Roguesknife Plant
Bladepetal Plant Rotary Armsaw Adventuring Gear
Blessing Bell Plant Sacred Celestial Horn Plant
Bone Key Adventuring Gear Shieldbow Weapon
Bow Staff Weapon Shoulder Comfy Other
Box of Banded Aids Adventuring Gear Soldier Apple Plant
Camouflage Cloak Adventuring Gear Spriteswing Plant
Cinderleaf Plant Starburst Cannon Adventuring Gear
Clap Chop Weapon Surge Willow Plant
Drakesbane Plant Syringe Bolt Ammunition
Dwarfsbeard Plant Titangrip Plant
Etherpea Plant Wakephial Adventuring Gear
Flamesprout Plant Warpwood Plant
Frostoak Plant
Gnollhart Plant
Gnome Alone Scroll Other
Gratesword Weapon
Heat Shield Shield
Infused Maple Plant
Jar of Biomass Other
Kingslock Plant
Lasso Adventuring Gear
Lock Pick Weapon
Longbow Flex Other
Magmin Ear Plant
Manticore's Tail Plant
Mantle of Nature Adventuring Gear
Master's Lyre Other

Appendix B: Nonmagical Items


118
Appendix C: Index of Items
Aberrant Claw. . . . . . . . . . . . . . . . . . . . . 70 Boundless Sponge. . . . . . . . . . . . . . . . . 54 Fairweather Kite. . . . . . . . . . . . . . . . . . . . 61
Adrena-Shot. . . . . . . . . . . . . . . . . . . . . . . 50 Bow Staff . . . . . . . . . . . . . . . . . . . . . . . . . 89 Faryonda’s Botanical Garden. . . . . . . . 12
Aeon Shard. . . . . . . . . . . . . . . . . . . . . . . . 54 Box of Banded Aids. . . . . . . . . . . . . . . 112 Fiendcatcher . . . . . . . . . . . . . . . . . . . . . . . . 7
Aethos Photon Barrier. . . . . . . . . . . . . . 39 Bracers of Zealotry. . . . . . . . . . . . . . . . . 36 Fiendish Talismans. . . . . . . . . . . . . . . . . . . 7
Agony & Ruin. . . . . . . . . . . . . . . . . . . . . . 25 Bravos Personal Drone. . . . . . . . . . . . . . 41 Fiendslayer Armor. . . . . . . . . . . . . . . . . . . 7
Ambrosia of Champions . . . . . . . . . . . . 35 Brewsome Masher. . . . . . . . . . . . . . . . . . 91 Fire Brand . . . . . . . . . . . . . . . . . . . . . . . 104
Ambuscade Stone. . . . . . . . . . . . . . . . . . . 81 Broach of Primordials. . . . . . . . . . . . . . 82 Flamesprout. . . . . . . . . . . . . . . . . . . . . . . 18
Amplified Loupe . . . . . . . . . . . . . . . . . . . 90 Camouflage Cloak. . . . . . . . . . . . . . . . . . 89 Fractal Chakram. . . . . . . . . . . . . . . . . . . 55
Apotheose Dial. . . . . . . . . . . . . . . . . . . . . 52 Chronostad Needle. . . . . . . . . . . . . . . . . 53 Fractal Coil. . . . . . . . . . . . . . . . . . . . . . . . 56
Applewasp Coupon. . . . . . . . . . . . . . . . 111 Cinderleaf. . . . . . . . . . . . . . . . . . . . . . . . . . 17 Frostoak . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Arathin’s Rod of Reanimation. . . . . . . . 69 Circlet of the Contract. . . . . . . . . . . . . . . . 5 Fulgurite Totem. . . . . . . . . . . . . . . . . . . . . 61
Archrider’s Whistle. . . . . . . . . . . . . . . . 101 Clap Chop. . . . . . . . . . . . . . . . . . . . . . . . 110 Furnal Claws. . . . . . . . . . . . . . . . . . . . . . 84
Arkus-5 Quasar Pistol . . . . . . . . . . . . . . 40 Cloak of Blossoms. . . . . . . . . . . . . . . . . 14 Fury Reaver . . . . . . . . . . . . . . . . . . . . . . . 84
Armlet of Ooze. . . . . . . . . . . . . . . . . . . . . 75 Cloak of Disguise . . . . . . . . . . . . . . . . . 102 Gamma Pinnacle X-2. . . . . . . . . . . . . . . 42
Arrow of Tracing. . . . . . . . . . . . . . . . . . . . 81 Combinator Costrel . . . . . . . . . . . . . . . . . 91 Gloomshroud. . . . . . . . . . . . . . . . . . . . . . . . 7
Ashmaker. . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Conchuest of Seas. . . . . . . . . . . . . . . . . . 61 Glove of Blasting. . . . . . . . . . . . . . . . . . 112
Ashmarble Slab. . . . . . . . . . . . . . . . . . . . . . 5 Contradent. . . . . . . . . . . . . . . . . . . . . . . . 55 Gnollhart. . . . . . . . . . . . . . . . . . . . . . . . . . 19
Atmospheric Armor . . . . . . . . . . . . . . . . 40 Cramwow. . . . . . . . . . . . . . . . . . . . . . . . 103 Gnome Alone Scroll. . . . . . . . . . . . . . . 111
Atomic Edge. . . . . . . . . . . . . . . . . . . . . . . . 51 Crown Judgment. . . . . . . . . . . . . . . . . . . . 27 Gratesword. . . . . . . . . . . . . . . . . . . . . . . 110
Aubade Core. . . . . . . . . . . . . . . . . . . . . . . 26 Crown of Owl Command . . . . . . . . . . 103 Guardener’s Rake. . . . . . . . . . . . . . . . . . 14
Augmenteer . . . . . . . . . . . . . . . . . . . . . . . 75 Dampening Bucket. . . . . . . . . . . . . . . . . . 61 Guardian Whistle. . . . . . . . . . . . . . . . . . 62
Aureliate Nectar. . . . . . . . . . . . . . . . . . . . 35 Dancer’s Boots. . . . . . . . . . . . . . . . . . . . 103 Hand Pistil. . . . . . . . . . . . . . . . . . . . . . . . 15
Auto-Scanner. . . . . . . . . . . . . . . . . . . . . . 40 Dart of Penmanship. . . . . . . . . . . . . . . . 92 Hare Extensions. . . . . . . . . . . . . . . . . . . 72
Axonomaly . . . . . . . . . . . . . . . . . . . . . . . . 54 Daybreak. . . . . . . . . . . . . . . . . . . . . . . . . . 82 Healing Sword. . . . . . . . . . . . . . . . . . . . 105
Bag of Holding. . . . . . . . . . . . . . . . . . . . 101 Death Threads. . . . . . . . . . . . . . . . . . . . . 93 Heartbreaker. . . . . . . . . . . . . . . . . . . . . 112
Band of Devotion. . . . . . . . . . . . . . . . . . . 35 Devil’s Shackles. . . . . . . . . . . . . . . . . . . . . . 6 Heat Shield. . . . . . . . . . . . . . . . . . . . . . . . . 51
Bash Kit. . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Devil’s Sting. . . . . . . . . . . . . . . . . . . . . . . . 71 Helix Thunder. . . . . . . . . . . . . . . . . . . . . 42
Belt of Asteroids. . . . . . . . . . . . . . . . . . . 40 Dimensional Sieve. . . . . . . . . . . . . . . . . 53 Hellfire Belcher. . . . . . . . . . . . . . . . . . . . . . 8
Belt of Celestial Prestige. . . . . . . . . . . . 35 Djinn in Tonic. . . . . . . . . . . . . . . . . . . . . 104 Hemoglobe. . . . . . . . . . . . . . . . . . . . . . . . 78
Big Gripper. . . . . . . . . . . . . . . . . . . . . . . 111 Dracon Tongue . . . . . . . . . . . . . . . . . . . . . 71 Hexaegis. . . . . . . . . . . . . . . . . . . . . . . . . . 29
Bioforge Hammer. . . . . . . . . . . . . . . . . . 76 Drakesbane . . . . . . . . . . . . . . . . . . . . . . . . 17 Hitchhiker’s Guide to the Cosmos. . . . 42
Biofusion Crystal. . . . . . . . . . . . . . . . . . . 76 Drifter’s Belt. . . . . . . . . . . . . . . . . . . . . . 104 Horn of Extravagant Wealth. . . . . . . . . . 37
Biosmith Goggles. . . . . . . . . . . . . . . . . . . 77 Druid’s Pouch . . . . . . . . . . . . . . . . . . . . . 82 Horoscope. . . . . . . . . . . . . . . . . . . . . . . . . 43
Black Sun Amulet. . . . . . . . . . . . . . . . . . 40 Dust of Blight. . . . . . . . . . . . . . . . . . . . . . 14 Hunter’s Cap . . . . . . . . . . . . . . . . . . . . . . 84
Bladepetal. . . . . . . . . . . . . . . . . . . . . . . . . 16 Dust of Growth. . . . . . . . . . . . . . . . . . . . 14 Hyperfine Whetstone. . . . . . . . . . . . . . . 99
Bleeding Heart. . . . . . . . . . . . . . . . . . . . . . . 2 Dwarfsbeard. . . . . . . . . . . . . . . . . . . . . . . 18 Hyperion Rail-7. . . . . . . . . . . . . . . . . . . . 43
Blessing Bell . . . . . . . . . . . . . . . . . . . . . . . 17 Eagle’s Plumage . . . . . . . . . . . . . . . . . . . 72 Hypermace. . . . . . . . . . . . . . . . . . . . . . . . 56
Bloodforge Amulet. . . . . . . . . . . . . . . . . . 77 Equilibrium. . . . . . . . . . . . . . . . . . . . . . . . 83 Infiltrator’s Map. . . . . . . . . . . . . . . . . . . . 93
Bloodforge Powder. . . . . . . . . . . . . . . . . . 77 Eternal Parchment. . . . . . . . . . . . . . . . . 55 Infinity Edge. . . . . . . . . . . . . . . . . . . . . . . . 57
Bloodstone Chunk . . . . . . . . . . . . . . . . . . . 5 Etherpea. . . . . . . . . . . . . . . . . . . . . . . . . . 18 Infused Maple . . . . . . . . . . . . . . . . . . . . . 19
Bloody Strife . . . . . . . . . . . . . . . . . . . . . . 36 Etlas Personal Photon Armor. . . . . . . 42 Iron Grip. . . . . . . . . . . . . . . . . . . . . . . . . . 94
Bonecage . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Etlas Photon Gear . . . . . . . . . . . . . . . . . 42 Jar of Biomass. . . . . . . . . . . . . . . . . . . . . . 51
Bone Key. . . . . . . . . . . . . . . . . . . . . . . . . 109 Eulogy. . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Jar of Stardust. . . . . . . . . . . . . . . . . . . . . 44
Boots of Bounding . . . . . . . . . . . . . . . . 102 Eye of Aziridan . . . . . . . . . . . . . . . . . . . . . . 6 Junction Anchor. . . . . . . . . . . . . . . . . . . . . 57
Bottle of Prismatic Ink. . . . . . . . . . . . . . 99 Eye of the Primeval Mother. . . . . . . . . 83 Kingslock . . . . . . . . . . . . . . . . . . . . . . . . . 20

Appendix C: Index of Items


119
Lamp of the Lightkeeper. . . . . . . . . . . . 62 Potion of Descent. . . . . . . . . . . . . . . . . 111 Sunfire Torch. . . . . . . . . . . . . . . . . . . . . . 99
Lasso. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Pyrite Idol. . . . . . . . . . . . . . . . . . . . . . . . . . 37 Sun Shard . . . . . . . . . . . . . . . . . . . . . . . . 38
Last Light. . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Radiance Balm . . . . . . . . . . . . . . . . . . . . . 67 Sun Slayer. . . . . . . . . . . . . . . . . . . . . . . . 48
Lock Pick . . . . . . . . . . . . . . . . . . . . . . . . 110 Ragebristle Spine. . . . . . . . . . . . . . . . . . . 67 Sunward Parasol . . . . . . . . . . . . . . . . . . 65
Longbow Flex . . . . . . . . . . . . . . . . . . . . 111 Reignbow . . . . . . . . . . . . . . . . . . . . . . . . . 85 Superposition Charm. . . . . . . . . . . . . . . 58
Long Coat. . . . . . . . . . . . . . . . . . . . . . . . 105 Relay Rocks . . . . . . . . . . . . . . . . . . . . . . 107 Surge Willow. . . . . . . . . . . . . . . . . . . . . . 23
Long-Winded Great Axe . . . . . . . . . . . 113 Revenant Block. . . . . . . . . . . . . . . . . . . . 95 Syringe Bolt. . . . . . . . . . . . . . . . . . . . . . . 79
Magmin Ear. . . . . . . . . . . . . . . . . . . . . . . 20 Reverberating Arrow . . . . . . . . . . . . . . . 86 System Ring. . . . . . . . . . . . . . . . . . . . . . . 48
Manticore’s Tail. . . . . . . . . . . . . . . . . . . . . 21 Rime Cutter. . . . . . . . . . . . . . . . . . . . . . . 86 Taurid Chargers. . . . . . . . . . . . . . . . . . . . 73
Mantle of Nature. . . . . . . . . . . . . . . . . . . 89 Rim Runner’s Mantle. . . . . . . . . . . . . . . 46 Technomage’s Eye. . . . . . . . . . . . . . . . . . 49
Mask of Many Phases . . . . . . . . . . . . . . 44 Rogue Skinner. . . . . . . . . . . . . . . . . . . . . 96 Techno-Prosthetic Limb. . . . . . . . . . . . . 49
Master’s Lyre. . . . . . . . . . . . . . . . . . . . . 111 Roguesknife. . . . . . . . . . . . . . . . . . . . . . . . 21 Terraformers . . . . . . . . . . . . . . . . . . . . . . 88
Meathook . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Roquelaure of Arrows . . . . . . . . . . . . . . 86 Tidepool Staff. . . . . . . . . . . . . . . . . . . . . . 65
Merfolk’s Fins . . . . . . . . . . . . . . . . . . . . . 72 Rot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Tinted Solar Lenses. . . . . . . . . . . . . . . . 65
Mighty Pen. . . . . . . . . . . . . . . . . . . . . . . 105 Rotary Armsaw. . . . . . . . . . . . . . . . . . . . 79 Titangrip. . . . . . . . . . . . . . . . . . . . . . . . . . 23
Mini-Comet. . . . . . . . . . . . . . . . . . . . . . . . 44 Roughian File. . . . . . . . . . . . . . . . . . . . . . 96 Tonaxouchtl Petal. . . . . . . . . . . . . . . . . . 15
Mini-Meteor . . . . . . . . . . . . . . . . . . . . . . . 44 Rubble, Gravel, Sand, Dust. . . . . . . . . . . 97 Tormented Chain. . . . . . . . . . . . . . . . . . . . 11
Minute Sand. . . . . . . . . . . . . . . . . . . . . . . . 57 Saber Atomica. . . . . . . . . . . . . . . . . . . . . . 57 Torrentializer. . . . . . . . . . . . . . . . . . . . . . 66
Molten Breath. . . . . . . . . . . . . . . . . . . . . 94 Sacred Celestial Horn. . . . . . . . . . . . . . 22 Totem of Undying. . . . . . . . . . . . . . . . . 108
Monogram Kit. . . . . . . . . . . . . . . . . . . . 111 Sand Disc Buckler. . . . . . . . . . . . . . . . . 64 Totem of Warning. . . . . . . . . . . . . . . . . 108
Moon Shard. . . . . . . . . . . . . . . . . . . . . . . 38 Saturnine Ring . . . . . . . . . . . . . . . . . . . . . 47 Traitor’s Tongue. . . . . . . . . . . . . . . . . . . . 32
Nanite Shot of Durability . . . . . . . . . . . 50 Sauliver’s Rose . . . . . . . . . . . . . . . . . . . . 12 Tranquility. . . . . . . . . . . . . . . . . . . . . . . . . 66
Nanite Shot of Vitality. . . . . . . . . . . . . . 50 Scalpel of Alteration. . . . . . . . . . . . . . . . 79 True Colors. . . . . . . . . . . . . . . . . . . . . . . . 98
Nebula Shroud . . . . . . . . . . . . . . . . . . . . 45 Scepter of the Mad Fiend. . . . . . . . . . . 10 Tyncture of Beast Form. . . . . . . . . . . . . 74
Needlewrack . . . . . . . . . . . . . . . . . . . . . . . 21 Seaward Amulet. . . . . . . . . . . . . . . . . . . 64 Tyncture of Celestial Radiance. . . . . . . 74
Neutron Starhammer. . . . . . . . . . . . . . . 45 Self-Sew Needle. . . . . . . . . . . . . . . . . . . 99 Tyncture of Fey Glamour. . . . . . . . . . . . 74
No Safe Arbor. . . . . . . . . . . . . . . . . . . . . 95 Serpyte’s Lily. . . . . . . . . . . . . . . . . . . . . . 13 Tyncture of Ooze Sight. . . . . . . . . . . . . . 75
Nova Grenade . . . . . . . . . . . . . . . . . . . . . 45 Severance Wire. . . . . . . . . . . . . . . . . . . . . 97 Tyncture of the Wyrm. . . . . . . . . . . . . . . 75
Obsidian Cull. . . . . . . . . . . . . . . . . . . . . . . . 9 Shadow Trace. . . . . . . . . . . . . . . . . . . . . 86 Tyncture of Undeath. . . . . . . . . . . . . . . . 75
Ocean’s Edge. . . . . . . . . . . . . . . . . . . . . . 63 Shattered Horizons . . . . . . . . . . . . . . . . . 31 Vanishing Point. . . . . . . . . . . . . . . . . . . . 59
Octopodic Breathers . . . . . . . . . . . . . . . 73 Shell Shock . . . . . . . . . . . . . . . . . . . . . . . 64 Vase of Many Faces. . . . . . . . . . . . . . . . . 59
Omnistrike-8 . . . . . . . . . . . . . . . . . . . . . 105 Shieldbow. . . . . . . . . . . . . . . . . . . . . . . . . 89 Veil of the Hollow . . . . . . . . . . . . . . . . . . 89
Oracle’s Eye. . . . . . . . . . . . . . . . . . . . . . . . 37 Shoulder Comfy . . . . . . . . . . . . . . . . . . 111 Vine Staff . . . . . . . . . . . . . . . . . . . . . 15, 108
Orb of Atelia. . . . . . . . . . . . . . . . . . . . . . . 46 Shrieking Skull. . . . . . . . . . . . . . . . . . . . 10 Vita-Gel . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Orb of Narration. . . . . . . . . . . . . . . . . . 106 Signal Token . . . . . . . . . . . . . . . . . . . . . . . 87 Vita-Shot. . . . . . . . . . . . . . . . . . . . . . . . . . 50
Owl’s Peer. . . . . . . . . . . . . . . . . . . . . . . . . 73 Silverspawn Weapon. . . . . . . . . . . . . . . 10 Void Grenade. . . . . . . . . . . . . . . . . . . . . . 49
Pail of Excess Sand. . . . . . . . . . . . . . . . 63 Skitterface . . . . . . . . . . . . . . . . . . . . . . . . . 11 Void Shard . . . . . . . . . . . . . . . . . . . . . . . . 39
Pale Respite. . . . . . . . . . . . . . . . . . . . . . . 30 Skull Piercer. . . . . . . . . . . . . . . . . . . . . . 98 Wakephial. . . . . . . . . . . . . . . . . . . . . . . . . 79
Parabox. . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Soldier Apple. . . . . . . . . . . . . . . . . . . . . . 22 Wand of Clams . . . . . . . . . . . . . . . . 67, 108
Party Rock . . . . . . . . . . . . . . . . . . . . . . . 106 Soulsnare. . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Warpwood. . . . . . . . . . . . . . . . . . . . . . . . . 23
Pet Rock. . . . . . . . . . . . . . . . . . . . . . . . . 106 Spell Disk. . . . . . . . . . . . . . . . . . . . . . . . . . 47 Wave Runner Suit. . . . . . . . . . . . . . . . . . . 67
Phial of Rocksy-Clean . . . . . . . . . . . . . 106 Spriteswing . . . . . . . . . . . . . . . . . . . . . . . 22 Waveskimmer Shieldboard . . . . . . . . . . 67
Planter’s Spade. . . . . . . . . . . . . . . . . . . . 15 Squirm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Weapon of Alarm. . . . . . . . . . . . . . . . . . 109
Plus One Weapon. . . . . . . . . . . . . . . . . 107 Starburst Cannon. . . . . . . . . . . . . . . . . . . 47 Weapon of Returning. . . . . . . . . . . . . . 109
Pointed Ears . . . . . . . . . . . . . . . . . . . . . 111 Starfall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Wetwork Stapler. . . . . . . . . . . . . . . . . . . 79
Polymerge Lancet. . . . . . . . . . . . . . . . . . 78 Stenographer’s Folio . . . . . . . . . . . . . . . 58 Witherstep . . . . . . . . . . . . . . . . . . . . . . . . 33
Polymutic Shot. . . . . . . . . . . . . . . . . . . . 79 Stonewalker’s Wraps. . . . . . . . . . . . . . 107 Worldshapers. . . . . . . . . . . . . . . . . . . . . . 34
Portanvil. . . . . . . . . . . . . . . . . . . . . . . . . . 99 Stormcall . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Wormstone’s Brim. . . . . . . . . . . . . . . . . . 13

Appendix C: Index of Items


120
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